Game Based Digitalization of Amastris to Improve Tourism of Black Sea
Year 2021,
Issue: 24, 30 - 34, 15.04.2021
Cahit Burak Büyüktümtürk
,
Enes Durmuş
,
Ersin Alaybeyoğlu
Abstract
3D models of the historical places for Amastris are created in this work. Story based game is proposed by using the developed 3D models of Amastris. The character in the story based game, can visit the cultural places at beginning point of Amastris terminal. In fiction of the game, the character can visit the cultural places in the condition of completed missions. The cultural places of Amastris are digitalled by Unity and Blender3d’s assets that shared as open source. It is aimed to contribute to the international tourism of the cultural heritage of the Black Sea with the help of the story-based game based on Amastris. This work is supported by the 2209 program of Scientific and Technological Research Council of Turkey.
Supporting Institution
TÜBİTAK 2209A
Project Number
1919B011901529
References
- Aslan, S., & Kiper, P. (2016). Kimlik ve Bellek Sorunu Sarmalında Kentler: Amasra Kenti Örneğinde Fırsatlar ve Tehditlerin Değerlendirilmesi. İdealkent, 7(20), 881-905.
- Aymankuy, Y., Demirbulat, Ö. G., & Saatçi, G. (2016). Oyuna dayalı reklamın (advergame) turizm sektöründe uygu-lanabilirliği üzerine bir değerlendirme1. Journal of Tourism Theory and Research, 2(2), 77-88.
- Kachniewska, M. A. (2015). Tourism development as a determinant of quality of life in rural areas. Worldwide Hospitality and Tourism Themes.
- Kiraci, H., & Yurdakul, M. (2012). Enjoyable or humdrum advergames: the effects of brand congruity level on attitudes towards advergames. International Journal of Information Technology and Business Management, 21(1), 22-29.
- Cauberghe, V., & De Pelsmacker, P. (2010). Advergames. Journal of advertising, 39(1), 5-18.
- Gross, M. L. (2010). Advergames and the effects of game-product congruity. Computers in Human Behavior, 26(6), 1259-1265.
- https: // download.blender.org / release / Blender2.79 https: // store.unity.com / download-nuo
- Bachen, C. M., Hernández-Ramos, P. F., & Raphael, C. (2012). Simulating REAL LIVES: Promoting global empathy and interest in learning through simulation games. Simulation & Gaming, 43(4), 437-460.
- Lean, J., Moizer, J., Derham, C., Strachan, L., & Bhuiyan, Z. (2020). Real World Learning: Simulation and Gaming. In Applied Pedagogies for Higher Education (pp. 187-214). Palgrave Macmillan, Cham.
Karadeniz Turizminin Geliştirilmesi Amacıyla Amasra’nın Oyun Tabanlı Dijitalleştirilmesi
Year 2021,
Issue: 24, 30 - 34, 15.04.2021
Cahit Burak Büyüktümtürk
,
Enes Durmuş
,
Ersin Alaybeyoğlu
Abstract
Bu çalışmada tarihi Amasra ilçesinin üç boyutlu modeli oluşturulmuştur. Oluşturulan bu model üzerine hikaye tabanlı oyun geliştirilmiştir. Tasarlanan oyunda karakter birinci kişi gözünden Amasra otogarından başlayarak ilçenin kültürel alanlarını ziyaret edebilmektedir. Oyunun kurgusunda karakter ziyaret mekanlarını, tamamlaması gereken görevleri gerçekleştirerek gezebilmektedir. Çalışmada, Amasra’nın turistik mekanları Blender ve Unity’nin açık kaynak olarak sağlamış olduğu modeller kullanılarak dijitalleştirilmiştir. Amasra’nın dijitalleştirilmiş mekanları üzerine kurgulu hikaye tabanlı oyun yardımıyla, Karadeniz’in kültürel mirasının uluslararası turizmine kazandırılması hedeflenmektedir.
Project Number
1919B011901529
References
- Aslan, S., & Kiper, P. (2016). Kimlik ve Bellek Sorunu Sarmalında Kentler: Amasra Kenti Örneğinde Fırsatlar ve Tehditlerin Değerlendirilmesi. İdealkent, 7(20), 881-905.
- Aymankuy, Y., Demirbulat, Ö. G., & Saatçi, G. (2016). Oyuna dayalı reklamın (advergame) turizm sektöründe uygu-lanabilirliği üzerine bir değerlendirme1. Journal of Tourism Theory and Research, 2(2), 77-88.
- Kachniewska, M. A. (2015). Tourism development as a determinant of quality of life in rural areas. Worldwide Hospitality and Tourism Themes.
- Kiraci, H., & Yurdakul, M. (2012). Enjoyable or humdrum advergames: the effects of brand congruity level on attitudes towards advergames. International Journal of Information Technology and Business Management, 21(1), 22-29.
- Cauberghe, V., & De Pelsmacker, P. (2010). Advergames. Journal of advertising, 39(1), 5-18.
- Gross, M. L. (2010). Advergames and the effects of game-product congruity. Computers in Human Behavior, 26(6), 1259-1265.
- https: // download.blender.org / release / Blender2.79 https: // store.unity.com / download-nuo
- Bachen, C. M., Hernández-Ramos, P. F., & Raphael, C. (2012). Simulating REAL LIVES: Promoting global empathy and interest in learning through simulation games. Simulation & Gaming, 43(4), 437-460.
- Lean, J., Moizer, J., Derham, C., Strachan, L., & Bhuiyan, Z. (2020). Real World Learning: Simulation and Gaming. In Applied Pedagogies for Higher Education (pp. 187-214). Palgrave Macmillan, Cham.