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GEÇMİŞİ YENİDEN YARATMAK: Video Oyunlarının Tarihsel Anlatıları ve Sanal Mekanları

Yıl 2024, Cilt: 2 Sayı: 1, 1 - 10, 20.05.2024

Öz

Video oyunlarındaki sanal ortamlar, bizim mekânsal ve zamansal boyutları kavrayışımızı, televizyon ve sinemanın 20. yüzyılda bu kavramları etkilemesine benzer şekilde, yeniden şekillendirmiş ve temelden dönüştürmüştür. Sinema ve mimari arasındaki bağlantıya benzer şekilde, 21. Yüzyılla birlikte video oyunları da mimariyi sadece bir çevre veya set olarak kullanmakla kalmaz, aynı zamanda bunun ötesine geçerler. 3 boyutlu video oyunlarında, mekan tasarımı sadece bir arka plan olmaktan çıkar, senaryo ve alt metni destekleyen önemli bir bileşene dönüşerek, sinematografik anlatı için bir araç olmaya başlar. Böylece, oyun endüstrisi, mimarlık ve mimarlık tarihi ile önemli bir ilişkinin parçası haline gelir. Mevcut gerçekliğimizde bulunan mimari ve mekânsal unsurlar, alternatif, gerçek dışı ve gerçek tarihi mekanları yeniden oluşturmak için üretilir ve dönüştürülür. Kullanıcı/oyuncu, oyundan gerçek ya da fantastik ortam ve olayların deneyimlerinin perspektifini devralır. Bu Makale, mekân anlatısı, algısı, estetiği kavramları ile video oyunları arasındaki ilişkileri mekân belleği ve nostalji kavramları bağlamında tasarım ve mimarlık tarihi özelinden incelemektedir.

Kaynakça

  • Batcho, K. (2013). NOSTALGIA: The bittersweet history of a psychological concept. History of Psychology, 16. https://doi.org/10.1037/a0032427
  • 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
  • Cassin, B. & Brault, P.-A. (2016). Nostalgia: When Are We Ever at Home? Fordham University Press. https://doi.org/10.2307/j.ctt19rm9jg
  • 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
  • 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
  • Clement, J. (2023, August 31). Video gaming worldwide - Statistics & Facts. Retrieved 08.12.2023 from https://www.statista.com/topics/1680/gaming/#topicOverview
  • 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
  • Galli, G. (2013). Nostalgia, Architecture, Ruins, and Their Preservation. Change Over Time, 3, 12–26. https://doi.org/10.1353/cot.2013.0001
  • Georgiadou, Z. (2016). Cinema and Architectural Design Education. Artciencia, X. https://doi.org/10.25770/artc.11059
  • Gilbert, N. (2023, November 19). Number of Gamers Worldwide 2022/2023: Demographics, Statistics, and Predictions. Retrieved 08.12.2023 from https://financesonline.com/number-of-gamers-worldwide/
  • Güntan, S. (2015). Dijital Oyunlar: Yaratılan Mekan, Yeniden Yaratılan Mekan. In MSGSÜ Mimarlık Fakültesi İç Mimarlık Bölümü. (Ed.), MSGSÜ Mimarlık Fakültesi İç Mimarlık Bölümü. (2015). 4. Ulusal iç mimarlık sempozyumu : mekân tasarımında disiplinlerarası yaklaşımlar : bildiri kitabı. MSGSÜ Mimarlık Fakültesi İç Mimarlık Bölümü.
  • Niemeyer, K. (2014). Introduction: Media and Nostalgia. In K. Niemeyer (Ed.), Media and Nostalgia: Yearning for the Past, Present and Future (pp. 1–23). Palgrave Macmillan UK. https://doi.org/10.1057/9781137375889_1
  • Nitsche, M. (2008). Video Game Spaces: Image, Play, and Structure in 3D Worlds. Cambridge, MA: MIT Press. https://doi.org/10.7551/mitpress/9780262141017.001.0001
  • Nora, P. (1989). Between Memory and History:Les Lieux de Mémoire. Representations, 26, 7–24. https://doi.org/10.2307/2928520
  • Nora, P. (2013). Introduction. The Culture of the Past. Le Débat, 177(5), 3–5. https://doi.org/10.3917/deba.177.0003
  • Penz, F., & Thomas, M. (2003). Architectures of Illusion : From Motion Pictures to Navigable Interactive Environments. Intellect Books. http://0-search.ebscohost.com.divit.library.itu.edu.tr/login.aspx?direct=true&db=nlebk&AN=99918&site=eds-live
  • Rawa Games. (2023, August 2). Gaming vs. Movie Industry Revenue. Retrieved 08.12.2023 from https://www.linkedin.com/pulse/gaming-vs-movie-industry-revenue-rawa-games/
  • San Nicolás Romera, C., Nicolás Ojeda, M. Á. & Ros Velasco, J. (2016). Video Games Set in the Middle Ages: Time Spans, Plots, and Genres. Games and Culture, 13(5), 521–542. https://doi.org/10.1177/1555412015627068
  • Schaal, H. D. & Kinemathek., S. D. (2010). Learning from Hollywood : architecture and film = Architektur und Film. Edition Axel Menges; 2nd edition.
  • Sedikides, C., Wildschut, T., Arndt, J. & Routledge, C. (2008). Nostalgia: Past, Present, and Future. Current Directions in Psychological Science, 17(5), 304–307. https://doi.org/10.1111/j.1467-8721.2008.00595.x
  • Sedikides, C., Wildschut, T. & Baden, D. (2004). Nostalgia: Conceptual Issues and Existential Functions. In Handbook of Experimental Existential Psychology. (pp. 200–214). Guilford Press.
  • Sezen, T. (2011). “Dijital Oyunları Anlamak” (Understanding Digital Games). Chapter in "Dijital Oyunlar" (Digital Games), Gulin Terek Unal & Ugur Bati (Eds.). Stojanovic, M. (2023, November 20). Gamer Demographics: 2023 Game-Changing Statistics Worth Checking. https://playtoday.co/blog/stats/gamer-demographics/
  • The Entertainment Software Association. (n.d.). 2023 Essential Facts About the U.S. Video Game Industry. Retrieved 08.12.2023 from https://www.theesa.com/2023-essential-facts/

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

Yıl 2024, Cilt: 2 Sayı: 1, 1 - 10, 20.05.2024

Öz

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.

Kaynakça

  • Batcho, K. (2013). NOSTALGIA: The bittersweet history of a psychological concept. History of Psychology, 16. https://doi.org/10.1037/a0032427
  • 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
  • Cassin, B. & Brault, P.-A. (2016). Nostalgia: When Are We Ever at Home? Fordham University Press. https://doi.org/10.2307/j.ctt19rm9jg
  • 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
  • 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
  • Clement, J. (2023, August 31). Video gaming worldwide - Statistics & Facts. Retrieved 08.12.2023 from https://www.statista.com/topics/1680/gaming/#topicOverview
  • 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
  • Galli, G. (2013). Nostalgia, Architecture, Ruins, and Their Preservation. Change Over Time, 3, 12–26. https://doi.org/10.1353/cot.2013.0001
  • Georgiadou, Z. (2016). Cinema and Architectural Design Education. Artciencia, X. https://doi.org/10.25770/artc.11059
  • Gilbert, N. (2023, November 19). Number of Gamers Worldwide 2022/2023: Demographics, Statistics, and Predictions. Retrieved 08.12.2023 from https://financesonline.com/number-of-gamers-worldwide/
  • Güntan, S. (2015). Dijital Oyunlar: Yaratılan Mekan, Yeniden Yaratılan Mekan. In MSGSÜ Mimarlık Fakültesi İç Mimarlık Bölümü. (Ed.), MSGSÜ Mimarlık Fakültesi İç Mimarlık Bölümü. (2015). 4. Ulusal iç mimarlık sempozyumu : mekân tasarımında disiplinlerarası yaklaşımlar : bildiri kitabı. MSGSÜ Mimarlık Fakültesi İç Mimarlık Bölümü.
  • Niemeyer, K. (2014). Introduction: Media and Nostalgia. In K. Niemeyer (Ed.), Media and Nostalgia: Yearning for the Past, Present and Future (pp. 1–23). Palgrave Macmillan UK. https://doi.org/10.1057/9781137375889_1
  • Nitsche, M. (2008). Video Game Spaces: Image, Play, and Structure in 3D Worlds. Cambridge, MA: MIT Press. https://doi.org/10.7551/mitpress/9780262141017.001.0001
  • Nora, P. (1989). Between Memory and History:Les Lieux de Mémoire. Representations, 26, 7–24. https://doi.org/10.2307/2928520
  • Nora, P. (2013). Introduction. The Culture of the Past. Le Débat, 177(5), 3–5. https://doi.org/10.3917/deba.177.0003
  • Penz, F., & Thomas, M. (2003). Architectures of Illusion : From Motion Pictures to Navigable Interactive Environments. Intellect Books. http://0-search.ebscohost.com.divit.library.itu.edu.tr/login.aspx?direct=true&db=nlebk&AN=99918&site=eds-live
  • Rawa Games. (2023, August 2). Gaming vs. Movie Industry Revenue. Retrieved 08.12.2023 from https://www.linkedin.com/pulse/gaming-vs-movie-industry-revenue-rawa-games/
  • San Nicolás Romera, C., Nicolás Ojeda, M. Á. & Ros Velasco, J. (2016). Video Games Set in the Middle Ages: Time Spans, Plots, and Genres. Games and Culture, 13(5), 521–542. https://doi.org/10.1177/1555412015627068
  • Schaal, H. D. & Kinemathek., S. D. (2010). Learning from Hollywood : architecture and film = Architektur und Film. Edition Axel Menges; 2nd edition.
  • Sedikides, C., Wildschut, T., Arndt, J. & Routledge, C. (2008). Nostalgia: Past, Present, and Future. Current Directions in Psychological Science, 17(5), 304–307. https://doi.org/10.1111/j.1467-8721.2008.00595.x
  • Sedikides, C., Wildschut, T. & Baden, D. (2004). Nostalgia: Conceptual Issues and Existential Functions. In Handbook of Experimental Existential Psychology. (pp. 200–214). Guilford Press.
  • Sezen, T. (2011). “Dijital Oyunları Anlamak” (Understanding Digital Games). Chapter in "Dijital Oyunlar" (Digital Games), Gulin Terek Unal & Ugur Bati (Eds.). Stojanovic, M. (2023, November 20). Gamer Demographics: 2023 Game-Changing Statistics Worth Checking. https://playtoday.co/blog/stats/gamer-demographics/
  • The Entertainment Software Association. (n.d.). 2023 Essential Facts About the U.S. Video Game Industry. Retrieved 08.12.2023 from https://www.theesa.com/2023-essential-facts/
Toplam 23 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Mimari Tarih, Teori ve Eleştiri
Bölüm Derlemeler
Yazarlar

Seda Güntan 0009-0009-0943-9865

Bilge Ar 0000-0002-5852-1779

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.