Araştırma Makalesi
BibTex RIS Kaynak Göster

Video Oyunlarında Yas: Anlatı Tasarımıyla Kayıp ve Matemi Anlamak

Yıl 2025, Cilt: 5 Sayı: 2, 293 - 314, 28.10.2025
https://doi.org/10.56590/stdarticle.1767529

Öz

Giriş ve Çalışmanın Amacı: Bu çalışma, video oyunlarının hikâye anlatımı, görsel tasarım ve oynanış yoluyla yas duygusunu nasıl temsil ettiğini inceler. Video oyunlarının kayıp ve iyileşme gibi karmaşık duyguları doğrudan oyuncu deneyimi aracılığıyla ifade edebileceğini ve bu yönüyle diğer anlatı biçimlerinden farklı bir alan sunduğunu ileri sürer.
Kavramsal/Kuramsal Çerçeve: Video oyunları anlatı araçları olarak gelişirken, araştırmacılar ve tasarımcılar da bu oyunların duyguları nasıl temsil ettiğini incelemeye başlamıştır. Hocking, Isbister ve Ahmed gibi isimlerin çalışmaları, oyun mekaniği, görsellik ve ses tasarımının duygusal tepkileri nasıl şekillendirdiğini ortaya koyar. Bu çalışma, oyunları anlatı ve etkileşimin birleştiği duygusal metinler olarak ele alarak bu yaklaşımlardan beslenmektedir.
Yöntem: Bu araştırma, nitel ve yorumlayıcı bir yaklaşım benimseyerek tematik analiz yöntemiyle gerçekleştirilmiştir. Yas teması, anlatı odaklı on video oyunu üzerinden incelenmiştir: Spiritfarer, Firewatch, Gris, Brothers: A Tale of Two Sons, What Remains of Edith Finch, Life is Strange, To the Moon, That Dragon, Cancer, Before Your Eyes ve The Stillness of the Wind. Her oyun, hikâye yapısı, görsel ve işitsel tasarımı, oynanış mekaniği ve duygusal tonu açısından analiz edilmiştir.
Bulgular: Analizler, yası temsil etmenin farklı yollarla gerçekleştiğini göstermektedir: sembolik anlatılardan gerçekçi diyaloglara, çevresel ipuçlarından duygusal karar anlarına kadar çeşitli biçimlerde. Oyunlar, ses, tempo ve oyuncu etkileşimini bir araya getirerek duygusal etki yaratır. Oyunculara yalnızca bir hikâyeyi takip etmek yerine, bu hikâyeyle duygusal olarak bağ kurma ve düşünme alanı sunarlar.
Sonuç: Video oyunları, yası aktarmak için benzersiz bir potansiyele sahiptir çünkü oyunculara bu duyguyu aktif olarak deneyimleme imkânı tanır. Yas, yalnızca bir tema değil, aynı zamanda oyun tasarımının bir parçasıdır. Oyunlar geliştikçe, oyunculara kayıp, iyileşme ve duygusal ifade ile anlamlı bir bağ kurma yolları sunmaya devam edecektir.

Kaynakça

  • AHMED, S. (2014). The cultural politics of emotion (2nd ed.). Edinburgh University Press.
  • AMERICAN PSYCHOLOGICAL ASSOCIATION. (2024). Grief. Retrieved from https://dictionary.apa.org/grief
  • BACHEN, C. M., HERNÁNDEZ-RAMOS, P. F., & RAPHAEL, C. (2016). Simulating real lives: promoting global empathy and interest in learning through simulation games. Simulation & Gaming, 47(3), 317–342. DOI: 10.1177/1046878111432108
  • BRAUN, V., & CLARKE, V. (2006). Using thematic analysis in psychology. Qualitative research in psychology, 3(2), 77–101. DOI: 10.1191/1478088706qp063oa
  • CAMPO SANTO. (2016). Firewatch [Video game].
  • DONTNOD ENTERTAINMENT. (2015). Life is strange [Video game].
  • ETYMONLINE. (n.d.). Grief. Retrieved from https://www.etymonline.com/word/grief
  • EUM, K., & DOH, Y. Y. (2023). A thematic analysis of bereaved adults’ meaning-making experience of loss through playing video games. Frontiers in Psychology, 14, 1154976. https://doi.org/10.3389/fpsyg.2023.1154976
  • FRANK, A. J., & WILSON, E. A. (2020). A Silvan Tomkins Handbook: Foundations for Affect Theory. University of Minnesota Press.
  • FREEBIRD GAMES. (2011). To the moon [Video game].
  • GIANT SPARROW. (2017). What remains of Edith Finch [Video game].
  • GOODBYE WORLD GAMES. (2021). Before your eyes [Video game].
  • HOCKING, C. (2007, October 7). Ludonarrative dissonance in Bioshock. Click Nothing. Retrieved: 04.10.2025, https://web.archive.org/web/20200114172154/https://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html
  • ISBISTER, K. (2016). How games move us: emotion by design. MIT Press.
  • JUUL, J. (2013). The art of failure: an essay on the pain of playing video games. MIT Press.
  • MEMORY OF GOD. (2019). The stillness of the wind [Video game].
  • MORAN, J. (2012). Gendered grief: Depictions of conjugal bereavement in contemporary film. In Death Studies and Cinema [Master’s thesis, Texas State University-San Marcos].
  • NOMADA STUDIO. (2018). Gris [Video game].
  • NUMINOUS GAMES. (2016). That dragon, cancer [Video game].
  • O'HERN K., LAKOMY DS., MAHONEY DP. (2020). That dragon, cancer - exploring end of life through an unwinnable video game. Jama. DOI: 10.1001/jama.2020.16060
  • SCHELL, J. (2020). The art of game design: a book of lenses (3rd ed.). CRC Press.
  • SERAPHINE, F. (2016). Ludonarrative dissonance: Is storytelling about reaching harmony? The University of Tokyo, Graduate School of Interdisciplinary Information Studies. Retrieved: 04.10.2025 https://www.researchgate.net/publication/303890509_Ludonarrative_dissonance_Is_storytelling_about_reaching_harmony
  • STARBREEZE STUDIOS. (2013). Brothers: A tale of two sons [Video game].
  • STROEBE, M., & SCHUT, H. (2010). The dual process model of coping with bereavement: a decade on. Omega: Journal of Death and Dying, 61(4), 273–289. DOI: 10.2190/OM.61.4.b
  • STROEBE, M., & SCHUT, H. (1999). The dual process model of coping with bereavement: Rationale and description. Death Studies, 23(3), 197–224.
  • THUNDER LOTUS GAMES. (2020). Spiritfarer [Video game].
  • TOMKINS, S. S. (2008). Affect Imagery Consciousness: Volume I: The Positive Affects (pp. 133–135). Springer Publishing Company.

Grief in Video Games: Understanding Loss and Mourning with Narrative Design

Yıl 2025, Cilt: 5 Sayı: 2, 293 - 314, 28.10.2025
https://doi.org/10.56590/stdarticle.1767529

Öz

The Purpose of the Study: This study explores how video games portray grief through storytelling, visual design, and gameplay. It argues that video games can express complex emotions like loss and healing by involving players directly in the experience, offering something unique compared to other media.
Literature Review / Background: As video games grow into expressive storytelling tools, researchers and designers have started to examine how they represent emotions. Works by scholars like Hocking, Isbister, and Ahmed show how game mechanics, visuals, and sound can shape emotional responses. This study builds on those ideas, treating games as emotional texts that combine narrative and interaction.
Method: The study uses a qualitative, interpretive method through thematic analysis. It focuses on ten narrative-based games: Spiritfarer, Firewatch, Gris, Brothers: A Tale of Two Sons, What Remains of Edith Finch, Life is Strange, To the Moon, That Dragon, Cancer, Before Your Eyes, and The Stillness of the Wind. Each game is analyzed through story, visuals, sound, gameplay, and emotional tone.
Results: The findings show that grief is represented in many ways, from symbolic storytelling to realistic scenes and choices. Games combine sound, pacing, and interaction to create emotional impact. They offer players space to reflect and emotionally engage with the narrative, rather than just follow a story.
Conclusion: Video games portray grief well because they allow players to experience it actively. Grief is not just a theme but a part of game design. As games evolve, they offer meaningful ways to connect with loss, healing, and emotional expression through play.

Kaynakça

  • AHMED, S. (2014). The cultural politics of emotion (2nd ed.). Edinburgh University Press.
  • AMERICAN PSYCHOLOGICAL ASSOCIATION. (2024). Grief. Retrieved from https://dictionary.apa.org/grief
  • BACHEN, C. M., HERNÁNDEZ-RAMOS, P. F., & RAPHAEL, C. (2016). Simulating real lives: promoting global empathy and interest in learning through simulation games. Simulation & Gaming, 47(3), 317–342. DOI: 10.1177/1046878111432108
  • BRAUN, V., & CLARKE, V. (2006). Using thematic analysis in psychology. Qualitative research in psychology, 3(2), 77–101. DOI: 10.1191/1478088706qp063oa
  • CAMPO SANTO. (2016). Firewatch [Video game].
  • DONTNOD ENTERTAINMENT. (2015). Life is strange [Video game].
  • ETYMONLINE. (n.d.). Grief. Retrieved from https://www.etymonline.com/word/grief
  • EUM, K., & DOH, Y. Y. (2023). A thematic analysis of bereaved adults’ meaning-making experience of loss through playing video games. Frontiers in Psychology, 14, 1154976. https://doi.org/10.3389/fpsyg.2023.1154976
  • FRANK, A. J., & WILSON, E. A. (2020). A Silvan Tomkins Handbook: Foundations for Affect Theory. University of Minnesota Press.
  • FREEBIRD GAMES. (2011). To the moon [Video game].
  • GIANT SPARROW. (2017). What remains of Edith Finch [Video game].
  • GOODBYE WORLD GAMES. (2021). Before your eyes [Video game].
  • HOCKING, C. (2007, October 7). Ludonarrative dissonance in Bioshock. Click Nothing. Retrieved: 04.10.2025, https://web.archive.org/web/20200114172154/https://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html
  • ISBISTER, K. (2016). How games move us: emotion by design. MIT Press.
  • JUUL, J. (2013). The art of failure: an essay on the pain of playing video games. MIT Press.
  • MEMORY OF GOD. (2019). The stillness of the wind [Video game].
  • MORAN, J. (2012). Gendered grief: Depictions of conjugal bereavement in contemporary film. In Death Studies and Cinema [Master’s thesis, Texas State University-San Marcos].
  • NOMADA STUDIO. (2018). Gris [Video game].
  • NUMINOUS GAMES. (2016). That dragon, cancer [Video game].
  • O'HERN K., LAKOMY DS., MAHONEY DP. (2020). That dragon, cancer - exploring end of life through an unwinnable video game. Jama. DOI: 10.1001/jama.2020.16060
  • SCHELL, J. (2020). The art of game design: a book of lenses (3rd ed.). CRC Press.
  • SERAPHINE, F. (2016). Ludonarrative dissonance: Is storytelling about reaching harmony? The University of Tokyo, Graduate School of Interdisciplinary Information Studies. Retrieved: 04.10.2025 https://www.researchgate.net/publication/303890509_Ludonarrative_dissonance_Is_storytelling_about_reaching_harmony
  • STARBREEZE STUDIOS. (2013). Brothers: A tale of two sons [Video game].
  • STROEBE, M., & SCHUT, H. (2010). The dual process model of coping with bereavement: a decade on. Omega: Journal of Death and Dying, 61(4), 273–289. DOI: 10.2190/OM.61.4.b
  • STROEBE, M., & SCHUT, H. (1999). The dual process model of coping with bereavement: Rationale and description. Death Studies, 23(3), 197–224.
  • THUNDER LOTUS GAMES. (2020). Spiritfarer [Video game].
  • TOMKINS, S. S. (2008). Affect Imagery Consciousness: Volume I: The Positive Affects (pp. 133–135). Springer Publishing Company.
Toplam 27 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Görsel İletişim Tasarımı (Diğer)
Bölüm Araştırma Makaleleri
Yazarlar

Özgür Kalender 0000-0002-8649-3250

Erken Görünüm Tarihi 27 Ekim 2025
Yayımlanma Tarihi 28 Ekim 2025
Gönderilme Tarihi 17 Ağustos 2025
Kabul Tarihi 10 Ekim 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 5 Sayı: 2

Kaynak Göster

APA Kalender, Ö. (2025). Grief in Video Games: Understanding Loss and Mourning with Narrative Design. ART/icle: Sanat ve Tasarım Dergisi, 5(2), 293-314. https://doi.org/10.56590/stdarticle.1767529

ART/icle: Sanat ve Tasarım Dergisi

ISSN: 2718-1057
e-ISSN: 2791-7665