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RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games

Cilt: 2 Sayı: 1 20 Mayıs 2024
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RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games

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Virtual environments in video games have fundamentally transformed and persistently influenced our comprehension of spatial and temporal dimensions, much like television and cinema influenced these notions in the 20th century. Similar to the connection between cinema and architecture, in the 21st century, video games not only utilize architecture as an environment or the set, but they also go beyond. In 3D video games, the purpose of space design has evolved from being a mere background to being an essential component that supports the scenario and subtext, providing as a tool for cinematographic narrative. Thus, the gaming industry becomes part of an important relationship with architecture and the history of architecture. The architectural and spatial elements found in our present reality are reproduced and transformed to create alternative, unreal environments. The user/gamer inherits the perspective of either the real or fantastic environment and events that they experience. Within the scope of the article, the transfer of space narrative, perception, and aesthetics by reference to the history of design and architecture was examined in the context of the memory of the place and nostalgia.

Anahtar Kelimeler

Kaynakça

  1. Batcho, K. (2013). NOSTALGIA: The bittersweet history of a psychological concept. History of Psychology, 16. https://doi.org/10.1037/a0032427
  2. Boym, S. (2008). The Future of Nostalgia. Basic Books. http://0-search.ebscohost.com.divit.library.itu.edu.tr/login.aspx?direct=true&db=edsebk&AN=499418&lang=tr&site=eds-live
  3. Cassin, B. & Brault, P.-A. (2016). Nostalgia: When Are We Ever at Home? Fordham University Press. https://doi.org/10.2307/j.ctt19rm9jg
  4. Champion, E. & Hiriart, J. (2024). Introduction: History’s Playground or a Stab in the Dark? In E. Champion & J. F. Hiriart Vera (Eds.), History’s Playground or a Stab in the Dark? (pp. 1–10). De Gruyter Oldenbourg. https://doi.org/doi:10.1515/9783111253275-001
  5. Chapman, A. (2016). Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. Taylor and Francis. https://doi.org/10.4324/9781315732060
  6. Clement, J. (2023, August 31). Video gaming worldwide - Statistics & Facts. Retrieved 08.12.2023 from https://www.statista.com/topics/1680/gaming/#topicOverview
  7. Fang, M. (2023). Analysis of the Marketing Strategy of Ubisoft --- Take the Assassin’s Creed Trilogy as a Case Study. Advances in Economics, Management and Political Sciences, 18, 334–343. https://doi.org/10.54254/2754-1169/18/20230094
  8. Galli, G. (2013). Nostalgia, Architecture, Ruins, and Their Preservation. Change Over Time, 3, 12–26. https://doi.org/10.1353/cot.2013.0001

Ayrıntılar

Birincil Dil

İngilizce

Konular

Mimari Tarih, Teori ve Eleştiri

Bölüm

Derleme

Erken Görünüm Tarihi

16 Mayıs 2024

Yayımlanma Tarihi

20 Mayıs 2024

Gönderilme Tarihi

14 Aralık 2023

Kabul Tarihi

4 Ocak 2024

Yayımlandığı Sayı

Yıl 2024 Cilt: 2 Sayı: 1

Kaynak Göster

APA
Güntan, S., & Ar, B. (2024). RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games. Mekansal Araştırmalar Dergisi, 2(1), 1-10. https://izlik.org/JA22SW93UT
AMA
1.Güntan S, Ar B. RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games. maddergi. 2024;2(1):1-10. https://izlik.org/JA22SW93UT
Chicago
Güntan, Seda, ve Bilge Ar. 2024. “RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games”. Mekansal Araştırmalar Dergisi 2 (1): 1-10. https://izlik.org/JA22SW93UT.
EndNote
Güntan S, Ar B (01 Mayıs 2024) RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games. Mekansal Araştırmalar Dergisi 2 1 1–10.
IEEE
[1]S. Güntan ve B. Ar, “RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games”, maddergi, c. 2, sy 1, ss. 1–10, May. 2024, [çevrimiçi]. Erişim adresi: https://izlik.org/JA22SW93UT
ISNAD
Güntan, Seda - Ar, Bilge. “RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games”. Mekansal Araştırmalar Dergisi 2/1 (01 Mayıs 2024): 1-10. https://izlik.org/JA22SW93UT.
JAMA
1.Güntan S, Ar B. RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games. maddergi. 2024;2:1–10.
MLA
Güntan, Seda, ve Bilge Ar. “RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games”. Mekansal Araştırmalar Dergisi, c. 2, sy 1, Mayıs 2024, ss. 1-10, https://izlik.org/JA22SW93UT.
Vancouver
1.Seda Güntan, Bilge Ar. RECREATING THE PAST: Historical Narratives and Virtual Environments of Video Games. maddergi [Internet]. 01 Mayıs 2024;2(1):1-10. Erişim adresi: https://izlik.org/JA22SW93UT

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