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Video Oyunlarında Zaman ve Mekân: Bir Taslak

Yıl 2018, Cilt: 5 Sayı: 1 - İletişim Felsefesi, 31 - 56, 15.06.2018
https://doi.org/10.17572/mj2018.1.3156

Öz

Bu yazı, video oyunlarında mekânın ve zamanın sunumunu, uygulamalarını ve tasarımını incelemekte ve konuya dair genel bir bakış sunmaya çalışmaktadır. Video oyunlarında mekân ve zaman sorusu farklı açılardan yaklaşılabilen son derece kompleks bir sorudur; teknolojik, ludolojik, anlatısal, medya teorik, sosyolojik ve diğer türden boyutlarının hepsinin önemi vardır. Burada belirli bir yaklaşım benimsemiyorsam da ludolojik, anlatısal ve teknolojik boyutları vurgulayarak, Alman medya kuramcısı Friedrich Kittler’in kavrayışlarını analizime dâhil etmeye çalışıyorum. Yazı boyunca tekrarlayan iddiam, video oyunlarında zaman ve mekânın incelenmesinin bilgisayar donanımı ve yazılımıyla ilgili unsurları dikkate alması gerektiğidir.


Kaynakça

  • Aarseth, E. (1999). Aporia and Epiphany in Doom and ‘‘The Speaking Clock’’: The Ttemporality of Ergodic Art. M. L. Ryan (der..) içinde, Cyberspace Textuality (s. 31–41). Bloomington: University of Indiana Press.
  • Aarseth, E. (2001). Allegories of Space: The Question of Spatiality in Computer Games. M. Eskelinen ve R. Koskimaa (der.) içinde, Cybertext Yearbook 2000 (s. 152-171). Saarijärvi: University of Jyväskylä.
  • Atkins, B. (2007). Killing time: Time past, Time present and Time Future In Prince of Persia: The Sands of Time. T. Krzywinska ve B. Atkins (der.) içinde, Videogame, Player, Text (s. 237–253). Manchester: Manchester University Press.
  • Bardon, A. (2013). A Brief History Of The Philosophy of Time. Oxford: Oxford University Press.
  • Casey, E.S. (1998). The Fate of Place: A Philosophical History. Berkeley: University of California Press.
  • Deleuze, G. (1989). Cinema 2: The Time-Image (H. Tomlinson ve R. Galeta, Çev.). Londra: The Athlone Press.
  • Fernández-Vara, C., Zagal, J. P ve Mateas, M. (2005). Evolution of Spatial Configurations In Videogames. Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play. URL: http://facsrv.cdm.depaul.edu/~jzagal/Papers/Spatial_configurations.pdf
  • Flusser, V. (2011). Into the Universe of Technical Images (N.A. Roth, Çev.). Minneapolis: University of Minnesota Press.
  • Gibson, W. (1984). Neuromancer. New York: Ace.
  • Günzel, S. (2008). The Space-Image: Interactivity and Spatiality of Computer Games. S. Günzel, M. Liebe ve D. Mersch (der.) içinde, Conference Proceedings of the Philosophy of Computer Games 2008 (s. 170-189). Potsdam: University Press.
  • Heidegger, M. (1971). Building, Dwelling, Thinking. Poetry, Language, Thought (A. Hofstadter, Çev.) içinde. A.B.D.: Harperperennial.
  • Işığan, A. (2013). The production of subject and space in video games. Game: Italian Journal of Game Studies, 2 (2013). URL: https://www.gamejournal.it/the-production-of-subject-and-space-in-video-games/
  • Juul, J. (2004). Introduction to Game Time. N. Wardrip-Fruin ve P. Harrigan (der.) içinde, First Person: New Media as Story, Performance, and Game içinde (ss.131-142). Cambridge: MIT Press.
  • Kittler, F. (1999). Gramophone, Film, Typewriter (G. Winthrop-Young ve M. Wutz, Çev.). Stanford: Stanford University Press.
  • Kittler, F. A. (2001). Computer Graphics: A Semi-Technical Introduction (S. Ogger, çev.). Grey Room, 2, 30-45.
  • Kittler, F. A. (2010). Optical Media: Berlin Lectures 1999 (A. Enns, Çev.). Cambridge: Polity Press.
  • Kittler, F. (2014). The Truth of the Technological World: Essays on the Genealogy of Presence (E. Butler, Çev.). Stanford: Stanford University Press.
  • Krämer, S. (2006). The Cultural Techniques of Time Axis Manipulation: On Friedrich Kittler’s Conception of Media. Theory Culture Society, 23:93.
  • Lefebvre, H. (1991). The Production of Space (D. Nicholson-Smith, Çev.). Oxford: Blackwell.
  • Manovich, L. (2001). The Language of New Media. Cambridge: MIT Press.
  • Nitsche, M. (2008). Video Game Spaces: Image, Play and Structure in 3D Game Worlds. Cambridge: MIT Press.
  • Paquette, A. (2013). An Introduction to Computer Graphics for Artists (2. Basım). New York: Springer.
  • Stamenkovic, D. ve Jacevic, M. (2015). Time, Space, and Motion in Braid: A Cognitive Semantic Approach to a Video Game. Games and Culture, 10(2), 178-203.
  • Thrift, N. (2004). Movement-space: The Changing Domain of Thinking Resulting rom the Development of New Kinds of Spatial Awareness. Economy and Society, 33 (4).
  • Winthrop-Young, G. W. (2011). Kittler and the Media. Cambridge: Polity Press.
  • Wolf, M. J. P. (Der.). (2001). The Medium of the Video Game. Austin: University of Texas Press.
  • Zagal, J. P. ve Mateas, M. (2010). Time in Video Games: A Survey and Analysis. Simulation & Gaming: An Interdisciplinary Journal, 41, 844-868.

Time and Space in Video Games: A Sketch

Yıl 2018, Cilt: 5 Sayı: 1 - İletişim Felsefesi, 31 - 56, 15.06.2018
https://doi.org/10.17572/mj2018.1.3156

Öz

This article examines the presentation, implementation and design of space and time in video games and attempts to present a general overview of the subject. The question of space and time in video games is a highly complex subject that can be approached from multiple angles: technical, ludological, narratological, media theoretical, sociological and other type of considerations all have a bearing on this subject While I don’t employ a particular approach here, I emphasize the ludological, narratological and technological dimensions and attempt to incorporate insights from German media theorist Friedrich Kittler. My argument running throughout the article is that examination of space and time in video games should incorporate considerations about computer hardware and software.


Kaynakça

  • Aarseth, E. (1999). Aporia and Epiphany in Doom and ‘‘The Speaking Clock’’: The Ttemporality of Ergodic Art. M. L. Ryan (der..) içinde, Cyberspace Textuality (s. 31–41). Bloomington: University of Indiana Press.
  • Aarseth, E. (2001). Allegories of Space: The Question of Spatiality in Computer Games. M. Eskelinen ve R. Koskimaa (der.) içinde, Cybertext Yearbook 2000 (s. 152-171). Saarijärvi: University of Jyväskylä.
  • Atkins, B. (2007). Killing time: Time past, Time present and Time Future In Prince of Persia: The Sands of Time. T. Krzywinska ve B. Atkins (der.) içinde, Videogame, Player, Text (s. 237–253). Manchester: Manchester University Press.
  • Bardon, A. (2013). A Brief History Of The Philosophy of Time. Oxford: Oxford University Press.
  • Casey, E.S. (1998). The Fate of Place: A Philosophical History. Berkeley: University of California Press.
  • Deleuze, G. (1989). Cinema 2: The Time-Image (H. Tomlinson ve R. Galeta, Çev.). Londra: The Athlone Press.
  • Fernández-Vara, C., Zagal, J. P ve Mateas, M. (2005). Evolution of Spatial Configurations In Videogames. Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play. URL: http://facsrv.cdm.depaul.edu/~jzagal/Papers/Spatial_configurations.pdf
  • Flusser, V. (2011). Into the Universe of Technical Images (N.A. Roth, Çev.). Minneapolis: University of Minnesota Press.
  • Gibson, W. (1984). Neuromancer. New York: Ace.
  • Günzel, S. (2008). The Space-Image: Interactivity and Spatiality of Computer Games. S. Günzel, M. Liebe ve D. Mersch (der.) içinde, Conference Proceedings of the Philosophy of Computer Games 2008 (s. 170-189). Potsdam: University Press.
  • Heidegger, M. (1971). Building, Dwelling, Thinking. Poetry, Language, Thought (A. Hofstadter, Çev.) içinde. A.B.D.: Harperperennial.
  • Işığan, A. (2013). The production of subject and space in video games. Game: Italian Journal of Game Studies, 2 (2013). URL: https://www.gamejournal.it/the-production-of-subject-and-space-in-video-games/
  • Juul, J. (2004). Introduction to Game Time. N. Wardrip-Fruin ve P. Harrigan (der.) içinde, First Person: New Media as Story, Performance, and Game içinde (ss.131-142). Cambridge: MIT Press.
  • Kittler, F. (1999). Gramophone, Film, Typewriter (G. Winthrop-Young ve M. Wutz, Çev.). Stanford: Stanford University Press.
  • Kittler, F. A. (2001). Computer Graphics: A Semi-Technical Introduction (S. Ogger, çev.). Grey Room, 2, 30-45.
  • Kittler, F. A. (2010). Optical Media: Berlin Lectures 1999 (A. Enns, Çev.). Cambridge: Polity Press.
  • Kittler, F. (2014). The Truth of the Technological World: Essays on the Genealogy of Presence (E. Butler, Çev.). Stanford: Stanford University Press.
  • Krämer, S. (2006). The Cultural Techniques of Time Axis Manipulation: On Friedrich Kittler’s Conception of Media. Theory Culture Society, 23:93.
  • Lefebvre, H. (1991). The Production of Space (D. Nicholson-Smith, Çev.). Oxford: Blackwell.
  • Manovich, L. (2001). The Language of New Media. Cambridge: MIT Press.
  • Nitsche, M. (2008). Video Game Spaces: Image, Play and Structure in 3D Game Worlds. Cambridge: MIT Press.
  • Paquette, A. (2013). An Introduction to Computer Graphics for Artists (2. Basım). New York: Springer.
  • Stamenkovic, D. ve Jacevic, M. (2015). Time, Space, and Motion in Braid: A Cognitive Semantic Approach to a Video Game. Games and Culture, 10(2), 178-203.
  • Thrift, N. (2004). Movement-space: The Changing Domain of Thinking Resulting rom the Development of New Kinds of Spatial Awareness. Economy and Society, 33 (4).
  • Winthrop-Young, G. W. (2011). Kittler and the Media. Cambridge: Polity Press.
  • Wolf, M. J. P. (Der.). (2001). The Medium of the Video Game. Austin: University of Texas Press.
  • Zagal, J. P. ve Mateas, M. (2010). Time in Video Games: A Survey and Analysis. Simulation & Gaming: An Interdisciplinary Journal, 41, 844-868.
Toplam 27 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İletişim ve Medya Çalışmaları
Bölüm Makaleler (Tema)
Yazarlar

Umut Yener Kara

Yayımlanma Tarihi 15 Haziran 2018
Gönderilme Tarihi 15 Haziran 2018
Kabul Tarihi 15 Haziran 2018
Yayımlandığı Sayı Yıl 2018 Cilt: 5 Sayı: 1 - İletişim Felsefesi

Kaynak Göster

APA Kara, U. Y. (2018). Video Oyunlarında Zaman ve Mekân: Bir Taslak. Moment Dergi, 5(1), 31-56. https://doi.org/10.17572/mj2018.1.3156