Araştırma Makalesi

Visual Culture in Digital Games: Fallout 4 Example

Cilt: 4 Sayı: 1 30 Haziran 2025
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Visual Culture in Digital Games: Fallout 4 Example

Öz

This study aims to examine the logos of Vault-Tec, Nuka-Cola, the Brotherhood of Steel, and the Institute within the Fallout 4 universe, focusing on their ideological representations and cultural codes embedded in a futuristic-dystopian narrative. Rather than treating these logos merely as elements of graphic design, the study approaches them as symbolic representations of the historical backgrounds, ideological stances, and ethical positions of the factions they belong to. Using visual culture theories—primarily Roland Barthes’ semiotic analysis, Stuart Hall’s theory of representation, and Jean Baudrillard’s concept of simulation—this qualitative study conducts a visual and ideological analysis of the logos. Through an examination of form, color, iconography, and compositional structure, the analysis interprets how these visual symbols convey themes of power, technology, consumption, and ethical conflict in the Fallout 4 world. The findings reveal that the Vault-Tec logo functions as a mythologized promise of safety masking unethical scientific practices; Nuka-Cola romanticizes pre-war American consumer culture and nostalgia; the Brotherhood of Steel militarizes technology to assert authoritarian control; and the Institute’s minimalist logo symbolizes a vision of scientific progress intertwined with social isolation. This study thus demonstrates that visual symbols in digital narratives function not only as aesthetic artifacts but also as potent ideological tools

Anahtar Kelimeler

Kaynakça

  1. Barthes, R. (1972). Mythologies (A. Lavers, Trans.). Hill and Wang. (Original work published 1957)
  2. Baudrillard, J. (1998). The consumer society: Myths and structures. Sage Publications.
  3. Berger, J. (1986). Görme biçimleri (Y. Salman, Trans.). Metis Yayınları.
  4. Bethesda Game Studios. (2015). Fallout [Video game]. Bethesda Softworks.
  5. Bircan, U. (2015). Roland Barthes ve göstergebilim. AKADER Sosyal Bilimler Araştırma Dergisi, 1(1), 17–41.
  6. Bogost, I. (2007). Persuasive games: The expressive power of videogames. MIT Press.
  7. Cavallaro, D. (2000). Cyberpunk and cyberculture: Science fiction and the work of William Gibson. Continuum.
  8. Da Vinci, L. (n.d.). Vitruvian man [Drawing]. Gallerie dell'Accademia, Venice.

Ayrıntılar

Birincil Dil

İngilizce

Konular

İletişim Çalışmaları

Bölüm

Araştırma Makalesi

Yazarlar

Erken Görünüm Tarihi

28 Haziran 2025

Yayımlanma Tarihi

30 Haziran 2025

Gönderilme Tarihi

17 Ocak 2025

Kabul Tarihi

17 Haziran 2025

Yayımlandığı Sayı

Yıl 2025 Cilt: 4 Sayı: 1

Kaynak Göster

APA
Gökalp, S. B. (2025). Visual Culture in Digital Games: Fallout 4 Example. Medialog TR, 4(1), 60-77. https://izlik.org/JA86JM62DN
AMA
1.Gökalp SB. Visual Culture in Digital Games: Fallout 4 Example. Medialog TR. 2025;4(1):60-77. https://izlik.org/JA86JM62DN
Chicago
Gökalp, Selçuk Buğra. 2025. “Visual Culture in Digital Games: Fallout 4 Example”. Medialog TR 4 (1): 60-77. https://izlik.org/JA86JM62DN.
EndNote
Gökalp SB (01 Haziran 2025) Visual Culture in Digital Games: Fallout 4 Example. Medialog TR 4 1 60–77.
IEEE
[1]S. B. Gökalp, “Visual Culture in Digital Games: Fallout 4 Example”, Medialog TR, c. 4, sy 1, ss. 60–77, Haz. 2025, [çevrimiçi]. Erişim adresi: https://izlik.org/JA86JM62DN
ISNAD
Gökalp, Selçuk Buğra. “Visual Culture in Digital Games: Fallout 4 Example”. Medialog TR 4/1 (01 Haziran 2025): 60-77. https://izlik.org/JA86JM62DN.
JAMA
1.Gökalp SB. Visual Culture in Digital Games: Fallout 4 Example. Medialog TR. 2025;4:60–77.
MLA
Gökalp, Selçuk Buğra. “Visual Culture in Digital Games: Fallout 4 Example”. Medialog TR, c. 4, sy 1, Haziran 2025, ss. 60-77, https://izlik.org/JA86JM62DN.
Vancouver
1.Selçuk Buğra Gökalp. Visual Culture in Digital Games: Fallout 4 Example. Medialog TR [Internet]. 01 Haziran 2025;4(1):60-77. Erişim adresi: https://izlik.org/JA86JM62DN

Medialog TR dergisinde yayınlanmış makalelerin telif hakları Creative Commons Atıf-Gayriticari 4.0 Uluslararası Lisansı (CC BY-NC 4.0) kapsamındadır.

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