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Dijital Çağda Hikâye Anlatıcılığını Yeniden Tanımlamak: Sürükleyici Deneyimler

Year 2024, Volume: 10 Issue: 2, 213 - 225, 30.12.2024
https://doi.org/10.46641/medeniyetsanat.1594036

Abstract

Dijitalleşme ve tekniğin olanaklarıyla birlikte hikâye anlatımının sınırları genişlemiş; salt olarak görsel-işitsel olanın konumu, deneyime farklı duyuların dâhil edilmesiyle derinleştirilmiştir. Sürükleyici deneyimler, çeşitli tür ya da biçimlerde kendini var eden ve pekiştiren bir alan olarak yayılım göstermekte olup izleyici/alımlayıcı/kodaçan/katılımcı/deneyimleyici/eyleme çağırılanın fiziksel ve ruhsal yolculuğunun aşkınlık seviyesine erişmesine aracılık etmek üzere sürekli evrilmiştir. Çalışma kapsamında sürükleyici deneyimlerin hikâye anlatımını nasıl ve ne şekilde değişip dönüştürdüğünün, izleyicinin gelenekselden nasıl ayrıştığının ortaya koyulması amaçlanmıştır. Bu amaç doğrultusunda veriler nitel araştırma yöntemlerinden biri olan doküman taraması ile elde edilmiş ve Türkçe dilinde yazılan kısıtlı kaynak varlığı zenginleştirilmeye çalışılmıştır. Elde edilen bulgular, hikâye anlatıcılığının teknolojinin sunduğu olanaklarla evrimleşerek yeni bir boyut kazandığını ortaya koymaktadır. Buna ek olarak dijital çağ ile birlikte hikâye anlatıcılığının dönüşümü, yaratıcı sektörlerin yanı sıra bireylerin öğrenme, empati geliştirme ve anlam yaratma süreçlerinin de önemli bir potansiyel taşımakta olduğu söylenebilir.

References

  • Atkinson, S. and Kennedy, H.W. (2022). Secret Cinema and the immersive experience economy. UK: Manchester University Press.
  • Barnes, A. (2024). The immersive genre. Erişim tarihi: 20.11.2024, https://immersiveexperience.network/articles/the-immersive-genres/
  • Crawford, C. (2012). Chris Crawford on interactive storytelling. USA: New Riders. 2
  • Desalle, R. (2018). Our senses- An immersive Experience. UK: Yale University Press
  • Dinesh, N. (2019). Immersive theater and activism. USA: McFarland & Company.
  • Garrety, C., M. (2008) Digital storytelling: an emerging tool for student and teacher learning. Iowa State University, ABD.
  • Gröppel-Wegener, A. and Kidd, J. (2021). Critical encounters with immersive storytelling. UK: Routledge
  • Machon, J. (2024). What is immersive? Erişim tarihi: 18.11.2024, https://immersiveexperience.network/articles/what-is-immersive/
  • Miller, C.H. (2008). Digital storytelling: a creator’s guide to interactive entertainment. A.B.D.: Focal.
  • Murray, J. H. (1997). Hamlet on the holodeck: the future of narrative in cyberspace. Cambridge: MIT Press.
  • Polydorou, D. (2024). Immersive storytelling experiences: a design methodology. Digital Creativity, 1–20. https://doi.org/10.1080/14626268.2024.2389886
  • Ryan, M.-L. (2001). Narrative as virtual reality: Immersion and interactivity in literature and electronic Media. Baltimore: Johns Hopkins University Press.
  • Sharp, H., Preece, J., ve Rogers, Y. (2007). Interaction design: beyond human-computer. USA: Wiley.
  • Slater, M. and Sanchez-Vives, M.V. (2016). Enhancing Our Lives with Immersive Virtual Reality. Frontiers in Robotics and AI, 3, Article 74. https://doi.org/10.3389/frobt.2016.00074
  • Sloane, S. (2000). Digital fictions: storytelling in a material world. USA: Ablex Publishing.
  • Sutherland, K. E. and Barker, R. (2023). Transmedia brand storytelling -immersive experiences from theory to practice. Singapore: Palgrave Macmillan Singapore.
  • Sütçü, Ö. Y. (2013). Ortak bir dünya deneyimi: Hikâye anlatıcılığı. ETHOS, 6(2), 76-92.

Redefining Storytelling in the Digital Age: Immersive Experiences

Year 2024, Volume: 10 Issue: 2, 213 - 225, 30.12.2024
https://doi.org/10.46641/medeniyetsanat.1594036

Abstract

With advancements in digitization and technological capabilities, the boundaries of storytelling have expanded, and the significance of purely audiovisual elements has been enhanced by integrating multiple sensory dimensions. Consequently, immersive experiences have emerged as a distinct domain, reinforced across various genres and formats, and have continued to evolve to facilitate the transcendence of physical and psychological journeys undertaken by the viewer, participant, experiencer, receiver, codebreaker, or agent of action. This study aims to elucidate how immersive experiences redefine and transform storytelling modalities and to determine how audiences diverge from conventional paradigms. To this end, data were obtained through document analysis- a qualitative research method- to address the scarcity of Turkish-language resources on the subject. The findings indicate that storytelling has evolved into a new dimension through opportunities afforded by technological advancements. Furthermore, this transformation of storytelling in the digital age holds significant potential not only for the creative industries but also for processes such as individual learning, empathy development, and meaning-making.

References

  • Atkinson, S. and Kennedy, H.W. (2022). Secret Cinema and the immersive experience economy. UK: Manchester University Press.
  • Barnes, A. (2024). The immersive genre. Erişim tarihi: 20.11.2024, https://immersiveexperience.network/articles/the-immersive-genres/
  • Crawford, C. (2012). Chris Crawford on interactive storytelling. USA: New Riders. 2
  • Desalle, R. (2018). Our senses- An immersive Experience. UK: Yale University Press
  • Dinesh, N. (2019). Immersive theater and activism. USA: McFarland & Company.
  • Garrety, C., M. (2008) Digital storytelling: an emerging tool for student and teacher learning. Iowa State University, ABD.
  • Gröppel-Wegener, A. and Kidd, J. (2021). Critical encounters with immersive storytelling. UK: Routledge
  • Machon, J. (2024). What is immersive? Erişim tarihi: 18.11.2024, https://immersiveexperience.network/articles/what-is-immersive/
  • Miller, C.H. (2008). Digital storytelling: a creator’s guide to interactive entertainment. A.B.D.: Focal.
  • Murray, J. H. (1997). Hamlet on the holodeck: the future of narrative in cyberspace. Cambridge: MIT Press.
  • Polydorou, D. (2024). Immersive storytelling experiences: a design methodology. Digital Creativity, 1–20. https://doi.org/10.1080/14626268.2024.2389886
  • Ryan, M.-L. (2001). Narrative as virtual reality: Immersion and interactivity in literature and electronic Media. Baltimore: Johns Hopkins University Press.
  • Sharp, H., Preece, J., ve Rogers, Y. (2007). Interaction design: beyond human-computer. USA: Wiley.
  • Slater, M. and Sanchez-Vives, M.V. (2016). Enhancing Our Lives with Immersive Virtual Reality. Frontiers in Robotics and AI, 3, Article 74. https://doi.org/10.3389/frobt.2016.00074
  • Sloane, S. (2000). Digital fictions: storytelling in a material world. USA: Ablex Publishing.
  • Sutherland, K. E. and Barker, R. (2023). Transmedia brand storytelling -immersive experiences from theory to practice. Singapore: Palgrave Macmillan Singapore.
  • Sütçü, Ö. Y. (2013). Ortak bir dünya deneyimi: Hikâye anlatıcılığı. ETHOS, 6(2), 76-92.
There are 17 citations in total.

Details

Primary Language Turkish
Subjects Visual Design, Multimedia Design
Journal Section Makaleler
Authors

Aslı İgit 0000-0003-3332-3781

Ahmet Gürbüz This is me

Early Pub Date December 27, 2024
Publication Date December 30, 2024
Submission Date November 30, 2024
Acceptance Date December 21, 2024
Published in Issue Year 2024 Volume: 10 Issue: 2

Cite

APA İgit, A., & Gürbüz, A. (2024). Dijital Çağda Hikâye Anlatıcılığını Yeniden Tanımlamak: Sürükleyici Deneyimler. Medeniyet Sanat Dergisi, 10(2), 213-225. https://doi.org/10.46641/medeniyetsanat.1594036

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