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            <front>

                <journal-meta>
                                                                <journal-id>art-e</journal-id>
            <journal-title-group>
                                                                                    <journal-title>Art-e Sanat Dergisi</journal-title>
            </journal-title-group>
                                        <issn pub-type="epub">1308-2698</issn>
                                                                                            <publisher>
                    <publisher-name>Süleyman Demirel Üniversitesi</publisher-name>
                </publisher>
                    </journal-meta>
                <article-meta>
                                        <article-id pub-id-type="doi">10.21602/sduarte.1665641</article-id>
                                                                <article-categories>
                                            <subj-group  xml:lang="en">
                                                            <subject>Visual Communication Design (Other)</subject>
                                                    </subj-group>
                                            <subj-group  xml:lang="tr">
                                                            <subject>Görsel İletişim Tasarımı (Diğer)</subject>
                                                    </subj-group>
                                    </article-categories>
                                                                                                                                                        <title-group>
                                                                                                                        <article-title>Sanal Gerçeklik (Vr) Oyunlarında Mekânsal Sağlarlık (Affordance) ve Etkileşim Tasarımı: “Half-Life: Alyx” Oyunu Üzerinden Bir Değerlendirme</article-title>
                                                                                                                                                                                                <trans-title-group xml:lang="en">
                                    <trans-title>Spatial Affordance and Interactıon Design in Virtual Reality (Vr) Games: An Evaluation Through The Game &#039;Half-Life: Alyx&#039;</trans-title>
                                </trans-title-group>
                                                                                                    </title-group>
            
                                                    <contrib-group content-type="authors">
                                                                        <contrib contrib-type="author">
                                                                    <contrib-id contrib-id-type="orcid">
                                        https://orcid.org/0000-0002-1928-474X</contrib-id>
                                                                <name>
                                    <surname>Aşkın</surname>
                                    <given-names>Onur</given-names>
                                </name>
                                                                    <aff>DOĞUŞ ÜNİVERSİTESİ, SANAT VE TASARIM FAKÜLTESİ, DİJİTAL OYUN TASARIMI BÖLÜMÜ</aff>
                                                            </contrib>
                                                    <contrib contrib-type="author">
                                                                    <contrib-id contrib-id-type="orcid">
                                        https://orcid.org/0000-0002-1406-1600</contrib-id>
                                                                <name>
                                    <surname>Aşkın</surname>
                                    <given-names>Gülsüm Damla</given-names>
                                </name>
                                                                    <aff>DOĞUŞ ÜNİVERSİTESİ, SANAT VE TASARIM FAKÜLTESİ, İÇ MİMARLIK BÖLÜMÜ</aff>
                                                            </contrib>
                                                                                </contrib-group>
                        
                                        <pub-date pub-type="pub" iso-8601-date="20260111">
                    <day>01</day>
                    <month>11</month>
                    <year>2026</year>
                </pub-date>
                                        <volume>18</volume>
                                        <issue>36</issue>
                                        <fpage>1156</fpage>
                                        <lpage>1182</lpage>
                        
                        <history>
                                    <date date-type="received" iso-8601-date="20250325">
                        <day>03</day>
                        <month>25</month>
                        <year>2025</year>
                    </date>
                                                    <date date-type="accepted" iso-8601-date="20250704">
                        <day>07</day>
                        <month>04</month>
                        <year>2025</year>
                    </date>
                            </history>
                                        <permissions>
                    <copyright-statement>Copyright © 2008, Art-e Sanat Dergisi</copyright-statement>
                    <copyright-year>2008</copyright-year>
                    <copyright-holder>Art-e Sanat Dergisi</copyright-holder>
                </permissions>
            
                                                                                                <abstract><p>Bu çalışma, sanal gerçeklik (VR) oyunlarında mekânsal sağlarlık (affordance) öğelerinin oyuncuların yönlendirme ve etkileşim süreçlerine etkisini incelemektedir. Sağlarlık Temelli Tasarım (Affordance-Based Design, ABD) ve Duyu-Motor Sağlarlığı (Sensörimotor Affordance, SMA) modelleri, araştırmanın kuramsal çerçevesini oluşturmaktadır. ABD, sağlarlık (affordance) kavramının tasarım sürecindeki temel rolünü vurgularken, SMA modeli, algı ve motor sistemlerin sanal ortamdaki etkileşim süreçleriyle nasıl birleştiğini açıklamaktadır. Araştırmada ‘Half-Life: Alyx’ örneği üzerinden sistematik oyun içi gözlem yöntemi kullanılarak görsel, işitsel ve dokunsal sağlarlık bileşenleri analiz edilmektedir. Veri toplama sürecinde, oyundaki yönlendirme ve etkileşim süreçlerini destekleyen ışık, renk, ses efektleri ve dokunsal geri bildirim (haptic feedback) gibi tasarım unsurları gözlemlenmiş ve betimsel analiz yöntemiyle değerlendirilmiştir. Bulgular, Sağlarlık Teorisi öğelerinin oyuncuların mekânsal farkındalığını artırdığını, yön bulma süreçlerini kolaylaştırdığını ve sezgisel etkileşimi desteklediğini göstermektedir. Gelecek çalışmalarda Sağlarlık (Affordance) Teorisi temelli yönlendirme mekanizmalarının etkili kullanımı, VR deneyimlerinin daha sezgisel ve sürükleyici hale getirilmesine yardımcı olacaktır.</p></abstract>
                                                                                                                                    <trans-abstract xml:lang="en">
                            <p>This study examines the effect of spatial affordance elements on players&#039; orientation and interaction processes in virtual reality (VR) games. Affordance-Based Design (ABD) and Sensorimotor Affordance (SMA) models constitute the theoretical framework of the research. While ABD emphasizes the fundamental role of the concept of affordance in the design process, the SMA model explains how perception and motor systems combine with interaction processes in the virtual environment. This study analyzes visual, auditory, and haptic affordance components using systematic in-game observation methods through the ‘Half-Life: Alyx’ example. During the data collection process, design elements such as light, color, sound effects, and haptic feedback that support the orientation and interaction processes in the game were observed and evaluated through descriptive analysis. The findings show that affordance elements increase players&#039; spatial awareness, facilitate orientation processes, and support intuitive interaction. In future studies, effectively utilizing guidance mechanisms grounded in Affordance Theory will enhance the intuitiveness and immersion of VR experiences.</p></trans-abstract>
                                                            
            
                                                            <kwd-group>
                                                    <kwd>Sanal Gerçeklik</kwd>
                                                    <kwd>  Mekânsal Sağlarlık (Affordance)</kwd>
                                                    <kwd>  Etkileşim Tasarımı</kwd>
                                                    <kwd>  Sanal Gerçeklik (VR) Oyunları</kwd>
                                                    <kwd>  Half-Life: Alyx.</kwd>
                                            </kwd-group>
                                                        
                                                                            <kwd-group xml:lang="en">
                                                    <kwd>Virtual Reality</kwd>
                                                    <kwd>  Spatial Affordance</kwd>
                                                    <kwd>  Interaction Design</kwd>
                                                    <kwd>  Virtual Reality (VR) Games</kwd>
                                                    <kwd>  Half-Life: Alyx.</kwd>
                                            </kwd-group>
                                                                                                            </article-meta>
    </front>
    <back>
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