Araştırma Makalesi
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TRANSITIONAL AREAS OF DIGITAL GAME ART

Yıl 2024, Cilt: 14 Sayı: 1, 664 - 685, 28.06.2024
https://doi.org/10.20488/sanattasarim.1506584

Öz

Digital games, which constitute a part of new media studies, offer different reality experiences
and new expressive environments to a player with multimodal interactions and hybrid
reality practices offered by game engines. The alternative environments offered by digital
game art create a kind of ‘transitional space’ in the participant’s experience process with
ambiguous structures such as reality-fiction. The phenomenon of the transitional area, discussed
by Donald W. Winnicott, is the cultural manoeuvring space in which the subject
experiences both internal and external reality while constructing the initial fiction of the
self, and is closely related to Jean Baudrillard’s concept of simulation in which fiction and
reality are mixed. In contemporary art, where the artistic image becomes a virtual reality,
phantasmagoria, in which meaning and reality are reconstructed and staged in new media
works referencing digital game practices, takes place in the transitional areas that Winnicott
sees as a dynamic and experiential playground. This research focuses on digital game
art works of different artists such as Olafur Eliasson, Hesam Jalili, Theo Triantafyllidis, Ian
Cheng, and Joon Yong Moon, who create a transitional space in their work with practices
such as ‘gamification of space’ and ‘counter gaming’.

Kaynakça

  • Assunção, C. (2016). ‘‘No Girls on the Internet’’: The Experience of Female Gamers in the Masculine Place of Violent Gaming. Press Start, 3(1), 46-65.
  • Baranseli Arslan, E. (2023). Yeni Ortamlar, Yeni Evrenler. E. S. Baranseli Arslan (Ed), Yeni Medya Sanatı içinde (s.137-142) Anadolu Üniversitesi Yayını.
  • Baudrillard, J. (1989). America. New York: Verso.
  • Baudrillard, J. (1990). Fatal Strategies, (Trans: P. Beitchman and W.G.J. Niesluchowski). New York: Semiotext(e)/Pluto Press.
  • Baudrillard, J. (1998). Simülakrlar ve Simülasyon (Çev: O. Adanır). İzmir: Dokuz Eylül Yayınları.
  • Baudrillard, J. (2005). The Conspiracy of Art Manifestos, Interviews, Essays (Trans: S. Lotringer). A. Hodges (Ed.), New York: Semiotext(e).
  • Baudrillard, J. ve Nouvel, J. (2011). Tekil Nesneler Mimarlık ve Felsefe (Çev: A. U. Kılıç). İstanbul: YEM Yayınları.
  • Baudrillard, J. (2021). Sanat Komplosu Yeni Sanat Düzeni ve Çağdaş Estetik (Çev: E. Gen ve I. Ergüden). İstanbul: İletişim Yayınları.
  • Bhabha, H. K. (1994). The Location of Culture. London: Routledge.
  • Bion, W. R. (1959). Attacks on Linking. The International Journal of Psychoanalysis, 40, 308-315.
  • Canizares, G. (2020). Technologies of the Virtual Other, Journal of Architectural Education, 74(2), 237-249.
  • Castells, M. (1989). The Informational City: Information Technology, Economic Restructuring and the Urban-Regional Process. Oxford: Basil Blackwell.
  • Chia, A. (2022a). The metaverse, but not the way you think: game engines and automation beyond game development, Critical Studies in Media Communication, 39(3), 191-200.
  • Chia, A. (2022b). The artist and the automaton in digital game production. Convergence, 28(2), 389-412.
  • Cole, S. (2010). Baudrillard’s ontology: Empirical research and the denial of the real. International Journal of Baudrillard Studies. Issue:7, No:2. https://baudrillardstudies. ubishops.ca/baudrillards-ontology/
  • Eco, U. (2001). Açık Yapıt. (Çev: T. Esmer). İstanbul: Can Yayıncılık.
  • Ergüven, M. (2003). Kurgu ve Gerçek. İstanbul: Gendaş Kültür Yayınları.
  • Danto, A. C. (2012). Sıradan Olanın Başkalaşımı. (Çev: E. Berktaş ve Ö. Ejder). İstanbul: Ayrıntı Yayınları.
  • Deleuze, G. and Guattari F. (2005). A Thousand Plateaus Capitalism and Schizophrenia. (Trans: B. Massumi). Minneapolis/London: University of Minnesota Press.
  • Deleuze, G. (2014). Sinema 1: Hareket-İmge. (Çev: S. Özdemir). İstanbul: Norgunk Yayıncılık.
  • Deleuze, G. (2021). Sinema 2: Zaman-İmge. (Çev: P. B. Yalım ve E. Koyuncu). İstanbul: Norgunk Yayıncılık.
  • Downey, D, Kinane, I. and Parker, E. (2018). Introduction: Locating Liminality: Space, Place, and the In-between. Downe, D, Kinane, l, and Parker, E. (Eds.), Landscapes of Liminality: Between Space and Place in (p.1-23). London: Rowman and Littlefield International.
  • Farnsworth J. (2021). What is real? Transitional Space: Baudrillard, Winnicott, Psychoanalysis. International Academic Journal Baudrillard Now. https://www. baudrillard-scijournal.com/what-is-real-transitional-space-baudrillard-winnicott- psychoanalysis/
  • Foucault, M. (2014). Özne ve İktidar, Seçme Yazılar 2. (Çev: Işık Ergüden ve Osman Akınhay). İstanbul: Ayrıntı Yayınları.
  • Fox, J., Bailenson, J. N. and Tricase, L. (2013). The Embodiment of Sexualised Virtual Selves: The Proteus Effect and Experiences of Self-Objectification via Avatars. Computers in Human Behaviour, 29, 930-938.
  • Galloway, A. (2006). Gaming: Essays on Algorithmic Culture. London: University of Minnesota Press.
  • Goldman, D. (2012). Weaving with the World: Winnicott’s Re-Imagining of Reality, The Psychoanalytic Quarterly, 81(1), 1-23.
  • Grace, L. (2014, 3-6 August). Critical Games: Critical Design in Independent Games. 8th International Conference of the Digital Research Association (DiGRA). Utah: University of Utah.
  • Green, A. (1997). The Intuition of the Negative in Playing and Reality. International Journal of Psychoanalysis, 78, 1071-1084.
  • Han, B.C. (2022). Eros’un Istırabı (Çev: Ş. Öztürk). İstanbul: Metis Yayıncılık.
  • Harvey, D. (1991). The Condition of Postmodernity. Oxford: Blackwell.
  • Holland, F. (2021). Theo Triantafyllidis Role Play. Millennium Film Journal Review, 12-15.
  • Isbister, K. (2016). How Games Move Us: Emotion by Design. Cambridge, MA: The MIT Press.
  • Jones, S. E. (2008). The Meaning of Video Games: Gaming and Textual Strategies. New York: Routledge Press.
  • Karaca, G. (2023). Katılımcı Deneyimi Bağlamında Dijital ‘‘Immersive’’ Sanat. S. Yeşilay ve H. B. Akdeniz (Ed.), Güzel Sanatlarda Güncel Araştırmalar Metodoloji, Araştırma ve Uygulama içinde (s. 25-42). Livre de Lyon Yayıncılık.
  • Koivisto, J. and Hamari, J. (2014). Demographic Differences in Perceived Benefits From Gamification. Computers in Human Behaviour, 35, 179-188.
  • Lacan, J. (2017). Baba-nın-Adları. (Çev: M. Erşen). İstanbul: MonoKL Yayınları.
  • Lenormand, M. (2018). Winnicott’s Theory of Playing: A Reconsideration. The International Journal of Psychoanalysis, 99(1), 82-102.
  • Lyotard, J. F. (1991). Domus and the Megalopolis. G. Bennington and R. Bowlby (Ed.), The inhuman: Reflections on time in (p. 191-204). Cambridge and Oxford: Polity Press.
  • Mäyrä, F. (2009). Getting into the Game: Doing Multi-Disciplinary Game Studies. Bernard Perron and Mark J.P. Wolf (Eds.), The Video Game Theory Reader 2 in. (p. 313-329). Routledge.
  • Paul, P. S., Goon, S. and Bhattacharya, A. (2012). History and Comparative Study of Modern Game Engines. International Journal of Advanced Computer and Mathematical Sciences, 2(3), 245-249.
  • Saklofske, J. (2023). To the Centre of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies. Games and Culture, 0(0).
  • Sakman, S. (2021). Dijital Oyun Tasarımında Görsel Retorik, International Social Mentality and Researcher Thinkers Journal, (Issn:2630-631X) 7(42), 327-335.
  • Sayılgan, Ö. (2019). Bir Sanat Formu Olarak Dijital Oyun. Sanat Ve Tasarım Dergisi, 9(2), 322-339.
  • Sezen, D. (2022). Dijital Oyun Sanatı. E. S. Baranseli Arslan (Ed.), Yeni Medya Sanatı içinde (s. 155-172). Eskişehir: Anadolu Üniversitesi Yayını.
  • Shabbar, A. (2018). Queer-Alt-Delete: Glitch Art as Protest Against the Surveillance Cis-Tem. WSQ Women’s Studies Quarterly, 46(3-4), 191-211.
  • Sicart, M. (2015). Loops and Metagames: Understanding Game Design Structures. International Conference on Foundations of Digital Games.
  • Soja, E. W. (1996). Thirdspace: Journeys to Los Angeles and Other Real-and-Imagined Places. UK and USA: Blackwell Publishers Ltd.
  • Spartinou, E. (2022). Experimental Palpations Through the Darkness: Designing Learning Materials for the Exploration of the Concept of Shadow in Visual Arts [Diploma Thesis]. Hellenic Open University, Postgraduate Studies Programmes, Department of Graphic Arts -Multimedia (GTP).
  • Toptaş, R. (2022). Türkiye’de Dijital Sanat, Sanatçıları ve Eserleri Hakkında Bir Araştırma. STAR Sanat Ve Tasarım Araştırmaları Dergisi, 3(5), 170-186.
  • Triantafyllidis, T. (2019). ‘‘Pastoral’’ (Video Game). B. Gürcan (Ed.), ‘Grief and Pleasure’ Exhibition OMM E-catalogue in (p.39) Istanbul: Date-Ist. https://content. production.omm.art/media/YVH_brochure-4.pdf
  • Vidler, A. (2000). Warped space: art, architecture, and anxiety in modern culture. Cambridge: MIT Press.
  • Virilio, P. (1998). The overexposed city. N. Leach (Ed.), Rethinking architecture. In (p. 381-390). Routledge.
  • Winnicott, D.W. (1988). Human Nature. London: Free Association Books.
  • Winnicott, D. W. (1989). Notes on Play. Psycho-analytic Explorations in (p. 59-63). London: Karnac.
  • Winnicott, D. W. (2021). Oyun ve Gerçeklik (Çev: T. Birkan). İstanbul: Metis Yayınları.
  • Yee, N. and Bailenson, J. (2007). The Proteus Effect: The Effect of Transformed Self-representation on Behaviour. Human Communication Research, 33(3), 271-290.
  • Zahavi, D. (2008). Simulation, Projection, and Empathy. Consciousness and Cognition, 17, 514-522.
  • Žižek, S. (2019). Yamuk Bakmak Popüler Kültürden Jacques Lacan’a Giriş (Çev: T. Birkan). İstanbul: Metis Yayınları.

DİGİTAL OYUN SANATININ GEÇİŞ ALANLARI

Yıl 2024, Cilt: 14 Sayı: 1, 664 - 685, 28.06.2024
https://doi.org/10.20488/sanattasarim.1506584

Öz

Yeni medya çalışmalarının bir parçasını oluşturan dijital oyunlar, oyun motorlarının sunduğu
çoklu mod etkileşimleri ve hibrit gerçeklik uygulamaları ile oyuncuya farklı gerçeklik
deneyimleri ve yeni ifadesel ortamlar sunmaktadır. Dijital oyun sanatının sunduğu alternatif
ortamlar, gerçeklik-kurgu gibi belirsizleşen yapılar ile katılımcının deneyim sürecinde
bir tür ‘geçiş alanı’ yaratır. Donald D. Winnicott tarafından ele alınan geçiş alanı fenomeni,
öznenin ilk benlik kurgusunu inşa ederken hem iç hem de dış gerçekliği deneyimlediği
kültürel manevra alanıdır. Geçiş alanı, Jean Baudrillard’ın kurgu ve gerçekliğin birbirine
karıştığı simülasyon kavramı ile yakın ilişkiler kurmaktadır. Sanatsal imgenin sanal gerçeklik
halini aldığı çağdaş sanatta, dijital oyun pratiklerinden referans alan yeni medya
çalışmalarında anlamın ve gerçekliğin yeniden kurgulandığı ve sahnelendiği fantazmagoriler,
Winnicott’ın dinamik ve deneyimsel oyun alanı olarak gördüğü geçiş alanında yer
edinir. Bu araştırma ‘mekanı oyunsallaştırma’, ‘karşıt-oyun’ gibi pratiklerle çalışmalarında
bir çeşit geçiş alanı yaratan Olafur Eliasson, Hesam Jalili, Theo Triantafyllidis, Ian Cheng
ve Joon Yong Moon gibi farklı sanatçıların dijital oyun sanatı çalışmalarını merkeze almaktadır.

Kaynakça

  • Assunção, C. (2016). ‘‘No Girls on the Internet’’: The Experience of Female Gamers in the Masculine Place of Violent Gaming. Press Start, 3(1), 46-65.
  • Baranseli Arslan, E. (2023). Yeni Ortamlar, Yeni Evrenler. E. S. Baranseli Arslan (Ed), Yeni Medya Sanatı içinde (s.137-142) Anadolu Üniversitesi Yayını.
  • Baudrillard, J. (1989). America. New York: Verso.
  • Baudrillard, J. (1990). Fatal Strategies, (Trans: P. Beitchman and W.G.J. Niesluchowski). New York: Semiotext(e)/Pluto Press.
  • Baudrillard, J. (1998). Simülakrlar ve Simülasyon (Çev: O. Adanır). İzmir: Dokuz Eylül Yayınları.
  • Baudrillard, J. (2005). The Conspiracy of Art Manifestos, Interviews, Essays (Trans: S. Lotringer). A. Hodges (Ed.), New York: Semiotext(e).
  • Baudrillard, J. ve Nouvel, J. (2011). Tekil Nesneler Mimarlık ve Felsefe (Çev: A. U. Kılıç). İstanbul: YEM Yayınları.
  • Baudrillard, J. (2021). Sanat Komplosu Yeni Sanat Düzeni ve Çağdaş Estetik (Çev: E. Gen ve I. Ergüden). İstanbul: İletişim Yayınları.
  • Bhabha, H. K. (1994). The Location of Culture. London: Routledge.
  • Bion, W. R. (1959). Attacks on Linking. The International Journal of Psychoanalysis, 40, 308-315.
  • Canizares, G. (2020). Technologies of the Virtual Other, Journal of Architectural Education, 74(2), 237-249.
  • Castells, M. (1989). The Informational City: Information Technology, Economic Restructuring and the Urban-Regional Process. Oxford: Basil Blackwell.
  • Chia, A. (2022a). The metaverse, but not the way you think: game engines and automation beyond game development, Critical Studies in Media Communication, 39(3), 191-200.
  • Chia, A. (2022b). The artist and the automaton in digital game production. Convergence, 28(2), 389-412.
  • Cole, S. (2010). Baudrillard’s ontology: Empirical research and the denial of the real. International Journal of Baudrillard Studies. Issue:7, No:2. https://baudrillardstudies. ubishops.ca/baudrillards-ontology/
  • Eco, U. (2001). Açık Yapıt. (Çev: T. Esmer). İstanbul: Can Yayıncılık.
  • Ergüven, M. (2003). Kurgu ve Gerçek. İstanbul: Gendaş Kültür Yayınları.
  • Danto, A. C. (2012). Sıradan Olanın Başkalaşımı. (Çev: E. Berktaş ve Ö. Ejder). İstanbul: Ayrıntı Yayınları.
  • Deleuze, G. and Guattari F. (2005). A Thousand Plateaus Capitalism and Schizophrenia. (Trans: B. Massumi). Minneapolis/London: University of Minnesota Press.
  • Deleuze, G. (2014). Sinema 1: Hareket-İmge. (Çev: S. Özdemir). İstanbul: Norgunk Yayıncılık.
  • Deleuze, G. (2021). Sinema 2: Zaman-İmge. (Çev: P. B. Yalım ve E. Koyuncu). İstanbul: Norgunk Yayıncılık.
  • Downey, D, Kinane, I. and Parker, E. (2018). Introduction: Locating Liminality: Space, Place, and the In-between. Downe, D, Kinane, l, and Parker, E. (Eds.), Landscapes of Liminality: Between Space and Place in (p.1-23). London: Rowman and Littlefield International.
  • Farnsworth J. (2021). What is real? Transitional Space: Baudrillard, Winnicott, Psychoanalysis. International Academic Journal Baudrillard Now. https://www. baudrillard-scijournal.com/what-is-real-transitional-space-baudrillard-winnicott- psychoanalysis/
  • Foucault, M. (2014). Özne ve İktidar, Seçme Yazılar 2. (Çev: Işık Ergüden ve Osman Akınhay). İstanbul: Ayrıntı Yayınları.
  • Fox, J., Bailenson, J. N. and Tricase, L. (2013). The Embodiment of Sexualised Virtual Selves: The Proteus Effect and Experiences of Self-Objectification via Avatars. Computers in Human Behaviour, 29, 930-938.
  • Galloway, A. (2006). Gaming: Essays on Algorithmic Culture. London: University of Minnesota Press.
  • Goldman, D. (2012). Weaving with the World: Winnicott’s Re-Imagining of Reality, The Psychoanalytic Quarterly, 81(1), 1-23.
  • Grace, L. (2014, 3-6 August). Critical Games: Critical Design in Independent Games. 8th International Conference of the Digital Research Association (DiGRA). Utah: University of Utah.
  • Green, A. (1997). The Intuition of the Negative in Playing and Reality. International Journal of Psychoanalysis, 78, 1071-1084.
  • Han, B.C. (2022). Eros’un Istırabı (Çev: Ş. Öztürk). İstanbul: Metis Yayıncılık.
  • Harvey, D. (1991). The Condition of Postmodernity. Oxford: Blackwell.
  • Holland, F. (2021). Theo Triantafyllidis Role Play. Millennium Film Journal Review, 12-15.
  • Isbister, K. (2016). How Games Move Us: Emotion by Design. Cambridge, MA: The MIT Press.
  • Jones, S. E. (2008). The Meaning of Video Games: Gaming and Textual Strategies. New York: Routledge Press.
  • Karaca, G. (2023). Katılımcı Deneyimi Bağlamında Dijital ‘‘Immersive’’ Sanat. S. Yeşilay ve H. B. Akdeniz (Ed.), Güzel Sanatlarda Güncel Araştırmalar Metodoloji, Araştırma ve Uygulama içinde (s. 25-42). Livre de Lyon Yayıncılık.
  • Koivisto, J. and Hamari, J. (2014). Demographic Differences in Perceived Benefits From Gamification. Computers in Human Behaviour, 35, 179-188.
  • Lacan, J. (2017). Baba-nın-Adları. (Çev: M. Erşen). İstanbul: MonoKL Yayınları.
  • Lenormand, M. (2018). Winnicott’s Theory of Playing: A Reconsideration. The International Journal of Psychoanalysis, 99(1), 82-102.
  • Lyotard, J. F. (1991). Domus and the Megalopolis. G. Bennington and R. Bowlby (Ed.), The inhuman: Reflections on time in (p. 191-204). Cambridge and Oxford: Polity Press.
  • Mäyrä, F. (2009). Getting into the Game: Doing Multi-Disciplinary Game Studies. Bernard Perron and Mark J.P. Wolf (Eds.), The Video Game Theory Reader 2 in. (p. 313-329). Routledge.
  • Paul, P. S., Goon, S. and Bhattacharya, A. (2012). History and Comparative Study of Modern Game Engines. International Journal of Advanced Computer and Mathematical Sciences, 2(3), 245-249.
  • Saklofske, J. (2023). To the Centre of Nowhere: Deep Mapping Digital Games’ Paratextual Geographies. Games and Culture, 0(0).
  • Sakman, S. (2021). Dijital Oyun Tasarımında Görsel Retorik, International Social Mentality and Researcher Thinkers Journal, (Issn:2630-631X) 7(42), 327-335.
  • Sayılgan, Ö. (2019). Bir Sanat Formu Olarak Dijital Oyun. Sanat Ve Tasarım Dergisi, 9(2), 322-339.
  • Sezen, D. (2022). Dijital Oyun Sanatı. E. S. Baranseli Arslan (Ed.), Yeni Medya Sanatı içinde (s. 155-172). Eskişehir: Anadolu Üniversitesi Yayını.
  • Shabbar, A. (2018). Queer-Alt-Delete: Glitch Art as Protest Against the Surveillance Cis-Tem. WSQ Women’s Studies Quarterly, 46(3-4), 191-211.
  • Sicart, M. (2015). Loops and Metagames: Understanding Game Design Structures. International Conference on Foundations of Digital Games.
  • Soja, E. W. (1996). Thirdspace: Journeys to Los Angeles and Other Real-and-Imagined Places. UK and USA: Blackwell Publishers Ltd.
  • Spartinou, E. (2022). Experimental Palpations Through the Darkness: Designing Learning Materials for the Exploration of the Concept of Shadow in Visual Arts [Diploma Thesis]. Hellenic Open University, Postgraduate Studies Programmes, Department of Graphic Arts -Multimedia (GTP).
  • Toptaş, R. (2022). Türkiye’de Dijital Sanat, Sanatçıları ve Eserleri Hakkında Bir Araştırma. STAR Sanat Ve Tasarım Araştırmaları Dergisi, 3(5), 170-186.
  • Triantafyllidis, T. (2019). ‘‘Pastoral’’ (Video Game). B. Gürcan (Ed.), ‘Grief and Pleasure’ Exhibition OMM E-catalogue in (p.39) Istanbul: Date-Ist. https://content. production.omm.art/media/YVH_brochure-4.pdf
  • Vidler, A. (2000). Warped space: art, architecture, and anxiety in modern culture. Cambridge: MIT Press.
  • Virilio, P. (1998). The overexposed city. N. Leach (Ed.), Rethinking architecture. In (p. 381-390). Routledge.
  • Winnicott, D.W. (1988). Human Nature. London: Free Association Books.
  • Winnicott, D. W. (1989). Notes on Play. Psycho-analytic Explorations in (p. 59-63). London: Karnac.
  • Winnicott, D. W. (2021). Oyun ve Gerçeklik (Çev: T. Birkan). İstanbul: Metis Yayınları.
  • Yee, N. and Bailenson, J. (2007). The Proteus Effect: The Effect of Transformed Self-representation on Behaviour. Human Communication Research, 33(3), 271-290.
  • Zahavi, D. (2008). Simulation, Projection, and Empathy. Consciousness and Cognition, 17, 514-522.
  • Žižek, S. (2019). Yamuk Bakmak Popüler Kültürden Jacques Lacan’a Giriş (Çev: T. Birkan). İstanbul: Metis Yayınları.
Toplam 59 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Dijital Oyun Tasarımı
Bölüm Makaleler
Yazarlar

Burcu Nur Cengiz 0000-0002-4670-7883

Murat Ateşli 0000-0003-3954-100X

Yayımlanma Tarihi 28 Haziran 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 14 Sayı: 1

Kaynak Göster

APA Cengiz, B. N., & Ateşli, M. (2024). TRANSITIONAL AREAS OF DIGITAL GAME ART. Sanat Ve Tasarım Dergisi, 14(1), 664-685. https://doi.org/10.20488/sanattasarim.1506584