Araştırma Makalesi
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Korku Oyunlarında Anlatı Ve Sinematografi: Silent Hill’den The Quarry’ye Evrilen Yaklaşımlar

Yıl 2026, Cilt: 11 Sayı: 1, 118 - 140, 20.03.2026
https://izlik.org/JA36CG48GF

Öz

Bu çalışma, korku video oyunlarında anlatı yapısının zaman içerisindeki evrimini ve bu evrimin sinematografik unsurlarla ilişkisini incelemektedir. Mevcut literatürde korku oyunlarının teknik gelişimi sıklıkla ele alınsa da, anlatı biçimlerindeki dönüşümün sinematografik anlatımla birlikte nasıl şekillendiğine dair kapsamlı çalışmalar sınırlıdır. Bu bağlamda çalışmanın amacı, klasik korku oyunları ile modern korku oyunları arasında anlatı yapısı, oyuncu etkileşimi ve sinematografik uygulamalar açısından karşılaştırmalı bir analiz gerçekleştirmektir. Nitel araştırma yöntemine dayalı olarak yapılandırılan çalışmada, seçilen oyunlar (Silent Hill, Resident Evil, Outlast, Amnesia ve The Quarry) betimsel analiz tekniği ile incelenmiştir. Elde edilen bulgular, klasik korku oyunlarında doğrusal anlatı ve sınırlı oyuncu etkisinin hâkim olduğunu, modern yapımlarda ise oyuncu seçimlerine dayalı dinamik anlatı yapılarının öne çıktığını ortaya koymaktadır. Ayrıca, sinematografik tekniklerin (kamera açıları, ışık kullanımı, ses tasarımı) korku atmosferinin inşasında giderek daha belirleyici bir rol üstlendiği gözlemlenmiştir. Bu çalışma, hem oyun anlatılarının dönüşümüne ışık tutmakta hem de sinematik estetiğin oyun pratiğine etkisine dair literatüre katkı sunmaktadır.

Kaynakça

  • Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. Johns Hopkins University Press.
  • Anable, A. (2018). Playing with feelings: Video games and affect. University of Minnesota. https://doi.org/10.5749/j.ctt20mvgwg
  • Dervişoğlu, B. (2025). Dijital heykel üretim sürecinde yapay zekâ teknolojilerinin kullanımı. Nevşehir Hacı Bektaş Veli Üniversitesi SBE Dergisi, Sosyal Bilimlerde Yapay Zeka: Kuram, Uygulama ve Gelecek Perspektifleri, 69-86. https://doi.org/10.30783/nevsosbilen.1741520
  • Jancsovics, K. (2022). Spatiality, focalization and temporality in horror games. Acta Ludologica, 5(2), 72–84.
  • Kirkland, E. (2009). Resident Evil’s typewriter: Survival horror and its remediations. Games and Culture, 4(2), 115–126. https://doi.org/10.1177/1555412008325482
  • Krzywinska, T. (2002). Hands-on horror. Spectator, 22(2), 12–23.
  • Mengi, V. D. (2026). The Animation Structure of Atari Games According to Animation's Twelve Principles. Gaziantep Üniversitesi Sosyal Bilimler Dergisi, 25(1), 156-170. https://doi.org/10.21547/jss.1686129
  • Nae, A. (2016). Immersion at the intersection of technology, subjectivity and culture: An analysis of Silent Hill 2. Acta Universitatis Sapientiae, Film and Media Studies, 13, 7-19. https://doi.org/10.1515/ausfm-2016-0011
  • Pratama, A. J. (2023). Disembodied surreal tendencies of Silent Hill the film: Traces of Japanese abreaction terror. Indonesian Journal of Visual Culture, Design, and Cinema, 2(2), 1-11. https://doi.org/10.21512/ijvcdc.v2i2.8244
  • Tuominen, J. (2020). Rockstar's open world video games as ideological apparatuses: A case study of Red Dead Redemption series [Yayınlanmamış yüksek lisans tezi]. Tampere University. Kitaplar
  • Adams, E. (2014). Fundamentals of game design. New Riders Press.
  • Berger, A. A. (2017). Video games: A popular culture phenomenon. Routledge.
  • Branigan, E. (1984). Point of view in the cinema: A theory of narration and subjectivity in classical film. Mouton.
  • Carroll, N. (1990). The philosophy of horror: Or, paradoxes of the heart. Routledge.
  • Drucker, M. (2021). Silent Hill 2. National Book Network.
  • Fernández-Vara, C. (2015). Introduction to game analysis. Routledge.
  • Goetz, C. (2017). Securing home base: Separation-individuation, attachment theory, and the “virtual worlds” paradigm in video games. The Psychoanalytic Study of the Child, 70(1), 101-116. https://doi.org/10.1080/00797308.20 16.1277879
  • Grodal, T. (2004). Stories for Eye, Ear, and Muscles: Video Games, Media, and Embodied Experiences. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (s. 129–155). Routledge.
  • Jenkins, H. (2004). Game Design as Narrative Architecture. First Person: New Media as Story, Performance, and Game içinde (ss. 118-130). MIT Press.
  • Juul, J. (2011). Half-real: Video games between real rules and fictional worlds (2nd ed.). MIT Press.
  • Keogh, B., & Jayemanne, D. (2018). “Game over, man. Game over”: Looking at the Alien in film and video games. Arts, 7(3), 43. https://doi.org/10.3390/arts7030043.
  • Kagen, M. (2022). Wandering games. MIT Press.
  • Kirkland, E. (2015). Resells Dreams and Shattered Memories: Psychoanalysis and Silent Hill. Brumal. Revista de investigación sobre lo Fantástico, 3(1), 161-182. https://raco.cat/index.php/Brumal/art icle/view/297607
  • Kirkland, E. (2021). Videogames and the gothic. Routledge. Lankoski, P., & Björk, S. (Eds.). (2015). Game research methods: An overview. ETC Press.
  • Martin, P. (2011). The pastoral and the sublime in Elder Scrolls IV: Oblivion. Game Studies, 11(3). http://gamestudies.org/1103/articles/martin.
  • Muriel, D., & Crawford, G. (2018). Video games as culture: Considering the role and importance of video games in contemporary society. Routledge.
  • Murray, J. H. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The Free Press.
  • Murray, J. H. (2012). Inventing the medium: Principles of interaction design as a cultural practice. MIT Press.
  • Nitsche, Michael. (2008). Video Game Spaces: Image, Play, and Structure in 3D Worlds. 10.7551/mitpress/9780262141017.001.0001.
  • Perron, B. (2009). Horror video games: Essays on the fusion of fear and play. McFarland & Company.
  • Perron, B. (2018). The world of scary video games: A study in videoludic horror. Bloomsbury Publishing.
  • Perron, B. (2009). The survival horror: The extended body genre. Horror video games: Essays on the fusion of fear and play. 121–143. McFarland.
  • Rehak, B. (2013). Playing at being: Psychoanalysis and the avatar. The Video Game Theory Reader. Taylor & Francis.
  • Saad, Ahmad. “Writing for Sandbox Games.” Writing for Video Game Genres. From FPS to RPG. Ed. Wendy Despain. Wellesley, MA: Peters, 2009. 137-147.
  • Schell, J. (2008). The Art of Game Design: A book of lenses (1st ed.). CRC Press. https://doi.org/10.1201/9780080919171
  • Soulban, L., & Orkin, H. “Writing for First-Person Shooters.” Writing for Video Game Genres. From FPS to RPG. Ed. Wendy Despain. Wellesley, MA: Peters, 2009. 51-67.
  • Wolf, M. J. P. (2010). The medium of the video game. University of Texas Press. İnternet Kaynakları
  • Deitz, M. (2025, Ocak 16). The Quarry's interactive horror movie is marred by monstrous issues. AV Club. https://www.avclub.com/the-quarry-review
  • Dolinski, B. (2025, Ocak 7). Environmental storytelling in video games. Game Design Skills. https://gamedesignskills.com/game-design/environmental-storytelling/
  • Fandom. (2025, Şubat 20). Would You Kindly. BioShock Fandom. https://bioshock.fandom.com/wiki/Would_You_Kindly
  • Fandom. (2025, Şubat 19). Butterfly effect. Until Dawn Fandom. https://until-dawn.fandom.com/wiki/Butterfly_Effect
  • Tessier, J. (2025, Aralık 15). The best horror and survival horror video games to play this Halloween. Son-Vidéo.com. https://blog.son-video.com/en/2025/11/the-best-horror-and-survival-horror-video-games-to-play-this-halloween/
  • Renoir, J. ( Şubat 9, 2025). Camera Angles Movement: Rules of the Game. https://wolfcrow.com/camera-angles-movement-rules-of-the-game-by-jean-renoir/
  • Steam. (2025, Şubat 19). Until Dawn [Oyun sayfası]. Steam. https://store.steampowered.com/app/2172010/Until_Dawn/
  • Short, E. (2025, Ocak 12). Beyond branching: Quality-based, salience-based, and waypoint narrative structures. Emily Short's Interactive Storytelling. https://emshort.blog/2016/04/12/beyond-branching-quality-based-and-salience-based-narrative-structures/
  • BioShock Fandom. (2025, Nisan 9). BioShock. BioShock Fandom: https://bioshock.fandom.com/wiki/BioShock adresinden alındı
  • Fandom, U. D. (2025, Şubat 19). Until Dawn Fandom. Until Dawn Fandom: https://until-dawn.fandom.com/wiki/Butterfly_Effect adresinden alındı
  • IMDB. (2025, Nisan 1). IMDB. The Texas Chainsaw Massacre: https://www.imdb.com/title/tt0296891/ adresinden alındı
  • Milne, C. (2025, Ocak 20). Video game narrative: The different types and how-to start writing. Pinnguaq. https://pinnguaq.com/learn/video-game-narrative/ adresinden alındı
  • Sony Interactive Entertainment. (2026, Şubat 8). The Quarry. PlayStation: https://www.playstation.com/tr-tr/concept/10004123 adresinden alındı
  • Sony Interactive Entertainment. (2026, Şubat 8). The Quarry. PlayStation: https://store.playstation.com/tr-tr/concept/10005529 adresinden alındı

NARRATIVE AND CINEMATOGRAPHY IN HORROR GAMES: EVOLVING APPROACHES FROM SILENT HILL TO THE QUARRY

Yıl 2026, Cilt: 11 Sayı: 1, 118 - 140, 20.03.2026
https://izlik.org/JA36CG48GF

Öz

This study explores the evolution of narrative structures in horror video games from the 1990s to the present, focusing on the integration of cinematic techniques and the shifting role of player agency. While early titles like Silent Hill and Resident Evil rely on linear storytelling, static cameras, and limited interactivity, modern games such as Outlast, Amnesia, and The Quarry present dynamic, choice-driven narratives that resemble interactive cinema. Through qualitative analysis of five key titles, the research highlights how cinematic elements—camera movement, lighting, sound design—have become essential to building emotional tension and immersive gameplay. The findings reveal a significant transition from developer-controlled narratives to player-shaped experiences, with fear now often rooted in emotional ambiguity and moral dilemmas. This study contributes to the discourse on digital narrative design by emphasizing the intersection of gameplay, storytelling, and cinematic aesthetics in shaping contemporary horror games.

Kaynakça

  • Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. Johns Hopkins University Press.
  • Anable, A. (2018). Playing with feelings: Video games and affect. University of Minnesota. https://doi.org/10.5749/j.ctt20mvgwg
  • Dervişoğlu, B. (2025). Dijital heykel üretim sürecinde yapay zekâ teknolojilerinin kullanımı. Nevşehir Hacı Bektaş Veli Üniversitesi SBE Dergisi, Sosyal Bilimlerde Yapay Zeka: Kuram, Uygulama ve Gelecek Perspektifleri, 69-86. https://doi.org/10.30783/nevsosbilen.1741520
  • Jancsovics, K. (2022). Spatiality, focalization and temporality in horror games. Acta Ludologica, 5(2), 72–84.
  • Kirkland, E. (2009). Resident Evil’s typewriter: Survival horror and its remediations. Games and Culture, 4(2), 115–126. https://doi.org/10.1177/1555412008325482
  • Krzywinska, T. (2002). Hands-on horror. Spectator, 22(2), 12–23.
  • Mengi, V. D. (2026). The Animation Structure of Atari Games According to Animation's Twelve Principles. Gaziantep Üniversitesi Sosyal Bilimler Dergisi, 25(1), 156-170. https://doi.org/10.21547/jss.1686129
  • Nae, A. (2016). Immersion at the intersection of technology, subjectivity and culture: An analysis of Silent Hill 2. Acta Universitatis Sapientiae, Film and Media Studies, 13, 7-19. https://doi.org/10.1515/ausfm-2016-0011
  • Pratama, A. J. (2023). Disembodied surreal tendencies of Silent Hill the film: Traces of Japanese abreaction terror. Indonesian Journal of Visual Culture, Design, and Cinema, 2(2), 1-11. https://doi.org/10.21512/ijvcdc.v2i2.8244
  • Tuominen, J. (2020). Rockstar's open world video games as ideological apparatuses: A case study of Red Dead Redemption series [Yayınlanmamış yüksek lisans tezi]. Tampere University. Kitaplar
  • Adams, E. (2014). Fundamentals of game design. New Riders Press.
  • Berger, A. A. (2017). Video games: A popular culture phenomenon. Routledge.
  • Branigan, E. (1984). Point of view in the cinema: A theory of narration and subjectivity in classical film. Mouton.
  • Carroll, N. (1990). The philosophy of horror: Or, paradoxes of the heart. Routledge.
  • Drucker, M. (2021). Silent Hill 2. National Book Network.
  • Fernández-Vara, C. (2015). Introduction to game analysis. Routledge.
  • Goetz, C. (2017). Securing home base: Separation-individuation, attachment theory, and the “virtual worlds” paradigm in video games. The Psychoanalytic Study of the Child, 70(1), 101-116. https://doi.org/10.1080/00797308.20 16.1277879
  • Grodal, T. (2004). Stories for Eye, Ear, and Muscles: Video Games, Media, and Embodied Experiences. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (s. 129–155). Routledge.
  • Jenkins, H. (2004). Game Design as Narrative Architecture. First Person: New Media as Story, Performance, and Game içinde (ss. 118-130). MIT Press.
  • Juul, J. (2011). Half-real: Video games between real rules and fictional worlds (2nd ed.). MIT Press.
  • Keogh, B., & Jayemanne, D. (2018). “Game over, man. Game over”: Looking at the Alien in film and video games. Arts, 7(3), 43. https://doi.org/10.3390/arts7030043.
  • Kagen, M. (2022). Wandering games. MIT Press.
  • Kirkland, E. (2015). Resells Dreams and Shattered Memories: Psychoanalysis and Silent Hill. Brumal. Revista de investigación sobre lo Fantástico, 3(1), 161-182. https://raco.cat/index.php/Brumal/art icle/view/297607
  • Kirkland, E. (2021). Videogames and the gothic. Routledge. Lankoski, P., & Björk, S. (Eds.). (2015). Game research methods: An overview. ETC Press.
  • Martin, P. (2011). The pastoral and the sublime in Elder Scrolls IV: Oblivion. Game Studies, 11(3). http://gamestudies.org/1103/articles/martin.
  • Muriel, D., & Crawford, G. (2018). Video games as culture: Considering the role and importance of video games in contemporary society. Routledge.
  • Murray, J. H. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The Free Press.
  • Murray, J. H. (2012). Inventing the medium: Principles of interaction design as a cultural practice. MIT Press.
  • Nitsche, Michael. (2008). Video Game Spaces: Image, Play, and Structure in 3D Worlds. 10.7551/mitpress/9780262141017.001.0001.
  • Perron, B. (2009). Horror video games: Essays on the fusion of fear and play. McFarland & Company.
  • Perron, B. (2018). The world of scary video games: A study in videoludic horror. Bloomsbury Publishing.
  • Perron, B. (2009). The survival horror: The extended body genre. Horror video games: Essays on the fusion of fear and play. 121–143. McFarland.
  • Rehak, B. (2013). Playing at being: Psychoanalysis and the avatar. The Video Game Theory Reader. Taylor & Francis.
  • Saad, Ahmad. “Writing for Sandbox Games.” Writing for Video Game Genres. From FPS to RPG. Ed. Wendy Despain. Wellesley, MA: Peters, 2009. 137-147.
  • Schell, J. (2008). The Art of Game Design: A book of lenses (1st ed.). CRC Press. https://doi.org/10.1201/9780080919171
  • Soulban, L., & Orkin, H. “Writing for First-Person Shooters.” Writing for Video Game Genres. From FPS to RPG. Ed. Wendy Despain. Wellesley, MA: Peters, 2009. 51-67.
  • Wolf, M. J. P. (2010). The medium of the video game. University of Texas Press. İnternet Kaynakları
  • Deitz, M. (2025, Ocak 16). The Quarry's interactive horror movie is marred by monstrous issues. AV Club. https://www.avclub.com/the-quarry-review
  • Dolinski, B. (2025, Ocak 7). Environmental storytelling in video games. Game Design Skills. https://gamedesignskills.com/game-design/environmental-storytelling/
  • Fandom. (2025, Şubat 20). Would You Kindly. BioShock Fandom. https://bioshock.fandom.com/wiki/Would_You_Kindly
  • Fandom. (2025, Şubat 19). Butterfly effect. Until Dawn Fandom. https://until-dawn.fandom.com/wiki/Butterfly_Effect
  • Tessier, J. (2025, Aralık 15). The best horror and survival horror video games to play this Halloween. Son-Vidéo.com. https://blog.son-video.com/en/2025/11/the-best-horror-and-survival-horror-video-games-to-play-this-halloween/
  • Renoir, J. ( Şubat 9, 2025). Camera Angles Movement: Rules of the Game. https://wolfcrow.com/camera-angles-movement-rules-of-the-game-by-jean-renoir/
  • Steam. (2025, Şubat 19). Until Dawn [Oyun sayfası]. Steam. https://store.steampowered.com/app/2172010/Until_Dawn/
  • Short, E. (2025, Ocak 12). Beyond branching: Quality-based, salience-based, and waypoint narrative structures. Emily Short's Interactive Storytelling. https://emshort.blog/2016/04/12/beyond-branching-quality-based-and-salience-based-narrative-structures/
  • BioShock Fandom. (2025, Nisan 9). BioShock. BioShock Fandom: https://bioshock.fandom.com/wiki/BioShock adresinden alındı
  • Fandom, U. D. (2025, Şubat 19). Until Dawn Fandom. Until Dawn Fandom: https://until-dawn.fandom.com/wiki/Butterfly_Effect adresinden alındı
  • IMDB. (2025, Nisan 1). IMDB. The Texas Chainsaw Massacre: https://www.imdb.com/title/tt0296891/ adresinden alındı
  • Milne, C. (2025, Ocak 20). Video game narrative: The different types and how-to start writing. Pinnguaq. https://pinnguaq.com/learn/video-game-narrative/ adresinden alındı
  • Sony Interactive Entertainment. (2026, Şubat 8). The Quarry. PlayStation: https://www.playstation.com/tr-tr/concept/10004123 adresinden alındı
  • Sony Interactive Entertainment. (2026, Şubat 8). The Quarry. PlayStation: https://store.playstation.com/tr-tr/concept/10005529 adresinden alındı
Toplam 51 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Bilgisayar Oyunları ve Animasyon
Bölüm Araştırma Makalesi
Yazarlar

Sedef Saraç 0000-0002-0177-808X

Gönderilme Tarihi 8 Haziran 2025
Kabul Tarihi 17 Şubat 2026
Yayımlanma Tarihi 20 Mart 2026
IZ https://izlik.org/JA36CG48GF
Yayımlandığı Sayı Yıl 2026 Cilt: 11 Sayı: 1

Kaynak Göster

APA Saraç, S. (2026). Korku Oyunlarında Anlatı Ve Sinematografi: Silent Hill’den The Quarry’ye Evrilen Yaklaşımlar. Uluslararası İnsan ve Sanat Araştırmaları Dergisi, 11(1), 118-140. https://izlik.org/JA36CG48GF

 

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Uluslararası İnsan ve Sanat Araştırmaları Dergisi İJHAR;  Creative Commons Atıf 4.0 Uluslararası Lisansı ile lisanslanmıştır.

Uluslararası İnsan ve Sanat Araştırmaları Dergisi IJHAR, Türk Patent ve Marka Kurumu'nun 71248886-2020/24446 / E.2020-OE-458377 sayılı kararı ile tescillenmiştir.