Araştırma Makalesi
BibTex RIS Kaynak Göster

Video Game Playing Memories and Topographic Nostalgia

Yıl 2024, Cilt: 11 Sayı: 2, 403 - 421, 08.01.2025

Öz

This study delves into the concepts of memory and nostalgia as they relate to video games, utilising an interdisciplinary framework. Drawing on Edmund Husserl's phenomenology of time-consciousness, Svetlana Boym's theories of nostalgia, and Martin Jay's insights into experience, this research provides a theoretical foundation for understanding how video games serve as temporal objects that evoke and sustain nostalgic experiences. It explores how memory operates within the framework of time-constituting consciousness in gaming, investigates the creation and reflection of nostalgic aesthetics in digital art, and analyses the mediation of memories and emotions through interactive narratives and audiovisual design. Additionally, this study introduces the concept of topographic nostalgia, examining how players' memories are shaped by the physical locations where they played the games and their vivid recollections of the virtual landscapes within the games themselves. Through an extensive review of existing literature and theoretical perspectives, this study provides an overview of the exploration of digital game-playing experiences. By synthesising personal experience with philosophical insights, artistic analysis, and communication theory, this study provides a nuanced understanding of the role of interactive media in shaping memory and nostalgia in contemporary life, setting the stage for future empirical research.

Kaynakça

  • Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. Johns Hopkins University Press.
  • Arnold, T. (2013). Movement and involvement: Phenomenological adventures in cyberspace. In D. Kılıçkıran, C. Alegria, & C. Haddrell (Eds.), Space and Place: Exploring Critical Issues (pp. 91-98). Brill.
  • Atkins, B. (2003). More than a game: The computer game as fictional form. Manchester University Press.
  • Bergson, H. (1991). Matter and Memory. Zone Books.
  • Blakeman, M. C. (1984). The Art Side of Video Games. Video Games, 2(4), 27-30.
  • Bourgonjon, J., Vandermeersche, G., Rutten, K., & Quinten, N. (2017). Perspectives on video games as art. CLCWeb: Comparative Literature and Culture, 19(4), 1.
  • Boym, S. (2007). Nostalgia and its discontents. Hedgehog Review, 9(2).
  • Boym, S. (2008). The future of nostalgia. Basic Books.
  • Boym, S. (2021). Nostaljinin geleceği. Metis Yayınları.
  • Brough, J. B. (1975). Husserl on memory. The Monist, 40-62.
  • Crawford, G., Muriel, D., & Conway, S. (2019). A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games. Convergence, 25(5-6), 937-952.
  • Eskelinen, M (2001). The gaming situation. Game Studies, 1(1).
  • Frasca, G. (1999). Ludology meets narratology: Similitude and differences between (video) games and narrative. Parnasso, 3(1), 365-371.
  • Gallagher, S. (2013). Husserl and the phenomenology of temporality. In H. Dyke & A. Bardon (Eds.), A Companion to the Philosophy of Time, (pp. 135-150).
  • Gee, J. P. (2006). Why game studies now? Video games: A new art form. Games and culture, 1(1), 58-61.
  • Günzel, S. (2019). What do they represent? Computer games as spatial concepts. In E. Aarseth & S. Günzel (Eds.), Ludotopia: Spaces, places and territories in computer games, (pp. 13-40). Transcript Publishing.
  • Husserl, E. (1973). The phenomenology of internal time-consciousness. Indiana University Press.
  • Jay, M. (2005). Songs of experience: Modern American and European variations on a universal theme. University of California Press.
  • Jay, M. (2012). Deneyim şarkıları: Evrensel bir tema üzerine modern çeşitlemeler. Metis Yayınları.
  • Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, and game (pp. 118-130). MIT Press.
  • Jenkins, H. (2005). Games, the new lively art. J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies, (pp. 175-189). MIT Press.
  • Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. MIT Press.
  • Laurel, B. (1993). Computers as theatre. Addison-Wesley.
  • Manovich, L. (1998). Navigable Space. Yayınlanmamış metin. http://manovich.net/content/04-projects/021-navigable-space/18_article_1998.pdf
  • Murray, J. H. (2017). Hamlet on the holodeck: The future of narrative in cyberspace. MIT Press.
  • Sandberg, A. (2003). Play memories and place identity. Early child development and care, 173(2-3), 207-221.
  • Sloan, R. J. S. (2015). Videogames as Remediated Memories: Commodified Nostalgia and Hyperreality in Far Cry 3: Blood Dragon and Gone Home. Games and Culture, 10(6), 525-550. https://doi.org/10.1177/1555412014565641
  • Smuts, A. (2005). Are video games art? Contemporary Aesthetics (Journal Archive), 3(1), 6.
  • Suominen, J. (2008). The past as the future? Nostalgia and retrogaming in digital culture. In Proceedings of perthDAC2007. The 7th International Digital Arts and Cultures Conference. The Future of Digital Media Culture (Vol. 15, p. 18).
  • Tavinor, G. (2011). Video games as mass art. Contemporary Aesthetics (Journal Archive), 9(1), 9.
  • Theilhaber, K. (2019). From Background to Protagonist: Spatial Concepts in ‘Portal’ and ‘Echochrome’. In E. Aarseth & S. Günzel (Eds.), Ludotopia: Spaces, places and territories in computer games, (pp. 61-74). Transcript Publishing.
  • Williams, R. (2015). Keywords: A vocabulary of culture and society. Oxford University Press.
  • Wulf, T., Bowman, N. D., Rieger, D., Velez, J. A., & Breuer, J. (2018). Video games as time machines: Video game nostalgia and the success of retro gaming. Media and Communication, (2), 60-68.

Dijital Oyun Oynama Anıları ve Topografik Nostalji

Yıl 2024, Cilt: 11 Sayı: 2, 403 - 421, 08.01.2025

Öz

Bu çalışma, dijital oyunlarla ilgili olarak bellek ve nostalji kavramlarını disiplinler arası bir çerçevede ele almaktadır. Bu doğrultuda Edmund Husserl'in zaman-bilinç fenomenolojisi, Svetlana Boym'un nostalji teorileri ve Martin Jay'in deneyim üzerine olan görüşlerinden yararlanılmış, dijital oyunların nostaljik deneyimleri uyandıran ve sürdüren zamansal nesneler olarak nasıl işlev gördüğüne dair teorik bir temel sunulmuştur. Çalışma, belleğin oyun içerisindeki zaman-kuran bilinç çerçevesinde nasıl işlediğini incelerken, dijital sanatta nostaljik estetiğin yaratılması ve yansıtılması konularına da odaklanmaktadır. Ayrıca, oyunların etkileşimli anlatılar ve görsel-işitsel tasarımlar yoluyla anılara ve duygulara nasıl aracılık ettiğini analiz etmektedir. Bu çalışma, aynı zamanda “topografik nostalji” kavramını tanıtarak, oyuncuların anılarının, oyunları oynadıkları fiziksel mekânlar ve oyunların sanal manzaralarına dair canlı hatıraları tarafından nasıl şekillendiğini incelemektedir. Mevcut literatür ve teorik perspektiflerin kapsamlı bir incelemesiyle, bu çalışma dijital oyunların oynanma deneyimlerinin irdelenmesine dair genel bir bakış sunmaktadır. Araştırmacının kişisel deneyimlerinin, literatürde yer alan felsefi içgörüler, sanatsal analizler ve iletişim teorileriyle sentezi yapılmış; böylelikle etkileşimli medyanın çağdaş yaşamda bellek ve nostaljiyi şekillendirmedeki rolüne ilişkin incelikli bir anlayış kazandırılması ve gelecekteki ampirik çalışmalara zemin hazırlaması amaçlanmıştır.

Kaynakça

  • Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. Johns Hopkins University Press.
  • Arnold, T. (2013). Movement and involvement: Phenomenological adventures in cyberspace. In D. Kılıçkıran, C. Alegria, & C. Haddrell (Eds.), Space and Place: Exploring Critical Issues (pp. 91-98). Brill.
  • Atkins, B. (2003). More than a game: The computer game as fictional form. Manchester University Press.
  • Bergson, H. (1991). Matter and Memory. Zone Books.
  • Blakeman, M. C. (1984). The Art Side of Video Games. Video Games, 2(4), 27-30.
  • Bourgonjon, J., Vandermeersche, G., Rutten, K., & Quinten, N. (2017). Perspectives on video games as art. CLCWeb: Comparative Literature and Culture, 19(4), 1.
  • Boym, S. (2007). Nostalgia and its discontents. Hedgehog Review, 9(2).
  • Boym, S. (2008). The future of nostalgia. Basic Books.
  • Boym, S. (2021). Nostaljinin geleceği. Metis Yayınları.
  • Brough, J. B. (1975). Husserl on memory. The Monist, 40-62.
  • Crawford, G., Muriel, D., & Conway, S. (2019). A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games. Convergence, 25(5-6), 937-952.
  • Eskelinen, M (2001). The gaming situation. Game Studies, 1(1).
  • Frasca, G. (1999). Ludology meets narratology: Similitude and differences between (video) games and narrative. Parnasso, 3(1), 365-371.
  • Gallagher, S. (2013). Husserl and the phenomenology of temporality. In H. Dyke & A. Bardon (Eds.), A Companion to the Philosophy of Time, (pp. 135-150).
  • Gee, J. P. (2006). Why game studies now? Video games: A new art form. Games and culture, 1(1), 58-61.
  • Günzel, S. (2019). What do they represent? Computer games as spatial concepts. In E. Aarseth & S. Günzel (Eds.), Ludotopia: Spaces, places and territories in computer games, (pp. 13-40). Transcript Publishing.
  • Husserl, E. (1973). The phenomenology of internal time-consciousness. Indiana University Press.
  • Jay, M. (2005). Songs of experience: Modern American and European variations on a universal theme. University of California Press.
  • Jay, M. (2012). Deneyim şarkıları: Evrensel bir tema üzerine modern çeşitlemeler. Metis Yayınları.
  • Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, and game (pp. 118-130). MIT Press.
  • Jenkins, H. (2005). Games, the new lively art. J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies, (pp. 175-189). MIT Press.
  • Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. MIT Press.
  • Laurel, B. (1993). Computers as theatre. Addison-Wesley.
  • Manovich, L. (1998). Navigable Space. Yayınlanmamış metin. http://manovich.net/content/04-projects/021-navigable-space/18_article_1998.pdf
  • Murray, J. H. (2017). Hamlet on the holodeck: The future of narrative in cyberspace. MIT Press.
  • Sandberg, A. (2003). Play memories and place identity. Early child development and care, 173(2-3), 207-221.
  • Sloan, R. J. S. (2015). Videogames as Remediated Memories: Commodified Nostalgia and Hyperreality in Far Cry 3: Blood Dragon and Gone Home. Games and Culture, 10(6), 525-550. https://doi.org/10.1177/1555412014565641
  • Smuts, A. (2005). Are video games art? Contemporary Aesthetics (Journal Archive), 3(1), 6.
  • Suominen, J. (2008). The past as the future? Nostalgia and retrogaming in digital culture. In Proceedings of perthDAC2007. The 7th International Digital Arts and Cultures Conference. The Future of Digital Media Culture (Vol. 15, p. 18).
  • Tavinor, G. (2011). Video games as mass art. Contemporary Aesthetics (Journal Archive), 9(1), 9.
  • Theilhaber, K. (2019). From Background to Protagonist: Spatial Concepts in ‘Portal’ and ‘Echochrome’. In E. Aarseth & S. Günzel (Eds.), Ludotopia: Spaces, places and territories in computer games, (pp. 61-74). Transcript Publishing.
  • Williams, R. (2015). Keywords: A vocabulary of culture and society. Oxford University Press.
  • Wulf, T., Bowman, N. D., Rieger, D., Velez, J. A., & Breuer, J. (2018). Video games as time machines: Video game nostalgia and the success of retro gaming. Media and Communication, (2), 60-68.
Toplam 33 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İletişim Çalışmaları, Yeni Medya, Ekran ve Medya Kültürü, Kültürel çalışmalar (Diğer)
Bölüm Makaleler (Tema)
Yazarlar

Levent Y. İnce 0000-0002-3880-4747

Yayımlanma Tarihi 8 Ocak 2025
Gönderilme Tarihi 3 Ekim 2024
Kabul Tarihi 9 Aralık 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 11 Sayı: 2

Kaynak Göster

APA İnce, L. Y. (2025). Dijital Oyun Oynama Anıları ve Topografik Nostalji. Moment Dergi, 11(2), 403-421. https://doi.org/10.17572/mj2024.2.403-421