Araştırma Makalesi
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Full Hareketli Video Oyunlarında Etkileşim Öğeleri

Yıl 2022, Cilt: 6 Sayı: 2, 191 - 205, 31.12.2022
https://doi.org/10.53600/ajesa.1119808

Öz

Özellikle son yıllar içerisinde artan interaktif medya üretimleriyle birlikte etkileşim teriminin kullanımı da büyük oranda artmıştır. Bu gelişmelerin ışığında multimedya, hipermedya, birleşik medya, bilgi otoyolu ve dijitalleşme gibi terimlerin kullanımında da artışlar gözlemlenmektedir. Tüm bu terimler, üretilen bir interaktif medya tasarımının yapısı olarak incelenebildiği gibi, bu tasarımın kullanıcı ile olan etkileşimi altında da incelenebilmektedir. 1980’lerin başında geliştirilen CD-ROM teknolojisi ile birlikte daha çok alana veri aktarma imkanı bulan tasarımcılar, pasif bir izleyiciyi aktif bir kullanıcıya dönüştüren Tüm Devinimli Video Oyunu üretimlerini arttırmışlardır. 1974 yılında Nintendo tarafından geliştirilen “Wild Gunman” bu tarz oyunların gelişmesi için ilk örnek olma özelliğini taşımaktadır. Özellikle kendi maceranı seç konseptini benimseyen tüm devinimli video oyunları, kullanıcılar ile birebir girdikleri etkileşim sayesinde kişisel seviyede bir deneyim ortaya çıkarmaktadırlar. Bu çalışma; Özgür Kalender’in Yıldız Teknik Üniversitesi İnteraktif Medya Tasarımı Yüksek Lisans Programı bünyesinde Doç. Dr. Bahadır Uçan danışmanlığında hazırladığı “Tüm Devinimli Video Oyunlarında Arayüz ve Anlatı Tasarımı İncelemesi” başlıklı tezinden türetilmiştir ve kullanıcı ile birebir etkileşim içerisinde bulunan ve kendi maceranı seç özelliği taşıyan tüm devinimli video oyunlarının etkileşim unsurlarına genel bir açıklama getirmek üzere düzenlenmiştir.

Kaynakça

  • Adams, E. 2010. Fundamentals of Game Design, Second Edition, New Riders, Los Angeles, California.
  • Arnheim, R. 1957. Film as Art, University of California Press, Los Angeles, California.
  • Bakhsheshi, F.F. 2021. Immersion and Interactivity in FMVs: Where Movies and Videogames Become One, In 6th International Conference on Computer Games; Challenges and Opportunities, University of Isfahan, Isfahan, Iran.
  • Barnes, S.B. 2010. User Friendly: A Short History of the Graphical User Interface, Sacred Heart University Review (16) 1.
  • Bogost, I. 2016. Play Anything: The Pleasure of Limits, The Uses of Boredom, and the Secret of Games, Basic Books, New York.
  • Cook, E. 2020. Rearing Children of the Market in the “You” Decade: Choose Your Own Adventure Books and the Ascent of Free Choice in 1980's America, Journal of American Studies, (55) 2, 418-445.
  • Frasca, G. 2001. Videogames of the Oppressed: Videogames as a Means for Critical Thinking and Debate, Master’s Thesis, Georgia Institute of Technology, Atlanta, Georgia.
  • Huizinga, J. 2006. Homo Ludens, Ayrıntı Yayınları, İstanbul.
  • Jenkins, H. 1998. Voices from the combat zone: Game grrlz talk back. In Cassell, J. & Jenkins, (Ed.), From Barbie to Mortal Combat: Gender and Computer Games, MIT Press, Cambridge, MA, 328–341
  • Jensen, J.F. 1998. Interactivity: Tracking a New Concept in Media and Communication Studies, Nordicom review (19) 1, 185-204.
  • Juul, J. 2019. Handmade Pixels. Independent Video Games and the Quest for Authenticity, The MIT Press, Boston, Massachusetts.
  • Kandelin, M. 2021. Creating Immersive Menu Systems in Video Games, Bachelor’s Thesis, Turku University of Applied Sciences, Turku, Finland.
  • Koenitz, H. 2018. What Game Narrative Are We Talking About? An Ontological Mapping of the Foundational Canon of Interactive Narrative Forms, Arts (7) 4, 51.
  • Lessard, J. 2009. Fahrenheit and the Premature Burial of Interactive Movies, Eludamos Journal for Computer Game Culture (3) 2, p. 195-205.
  • Lodge, S. 2007. Chooseco Embarks on Its Own Adventure, in Publishers Weekly, https://www.publishersweekly.com/pw/by-topic/childrens/childrens-book-news/article/209-chooseco-embarks-on-its-own-adventure.html, Last accessed May, 2022.
  • Lowdermilk, T. 2013. User-Centered Design, O’reilly Media, Sebastopol, California.
  • Napoli, L. 1998. Interactive Filmmakers Hope to Make a Comeback, in The New York Times, https://archive.nytimes.com/www.nytimes.com/library/tech/98/08/cyber/articles/17dvd.html, Last accessed May, 2022. Newman, J. 2004. Videogames, Routledge, New York.
  • Quintans, D. 2013. Game UI By Example: A Crash Course in the Good and the Bad, in EnvatoTuts, https://gamedevelopment.tutsplus.com/tutorials/game-ui-by-example-a-crash-course-in-the-good-and-the-bad--gamedev-3943 Last accessed May, 2022.
  • Salen, K. ve Zimmerman, E. 2003. Rules of Play – Game Design Fundamentals, The MIT Press, Cambridge, Massachusetts.
  • Turunen, J.J. 2017. The Good, the Bad and the Unpleasant - A Study of Graphical User Interfaces in Video Games, Master's Thesis, Tampere University of Technology, Tampere.
  • Wolf, M.J.P. 2007. Video Game Explosion - A History from Pong to Playstation, Greenwood Press, Westport, Connecticut.

Interaction Elements in Full Motion Video Games

Yıl 2022, Cilt: 6 Sayı: 2, 191 - 205, 31.12.2022
https://doi.org/10.53600/ajesa.1119808

Öz

Especially with the increasingly interactive media productions in recent years, the use of the term interaction has increased to a great extent. In the light of these developments, an increase is observed in the use of terms such as multimedia, hypermedia, combined media, information highway, and digitalization. All these terms can be examined as the structure of an interactive media design produced, as well as under the interaction of design with the user. With the CD-ROM technology developed in the early 1980s, the designers, who had the opportunity to transfer data to more areas, increased their full-motion video game production that transformed passive viewers into active users. Developed by Nintendo in 1974, Wild Gunman is the first example of the development of such games. In particular, full-motion video games that adopt the concept of choose your own adventure, create a personal experience thanks to the one-to-one interaction with the users. This publication was created by Özgür Kalender, prepared under the consultancy of Assoc. Dr. Bahadır Uçan. It is derived from his thesis titled “Study of Full Motion Video Games: User Interface and Narrative Examples”, Yıldız Technical University Interactive Media Design Master's Program and it is designed to provide a general explanation of the interaction elements of full-motion video games that interact with the user and have the feature of choose your own adventure.

Kaynakça

  • Adams, E. 2010. Fundamentals of Game Design, Second Edition, New Riders, Los Angeles, California.
  • Arnheim, R. 1957. Film as Art, University of California Press, Los Angeles, California.
  • Bakhsheshi, F.F. 2021. Immersion and Interactivity in FMVs: Where Movies and Videogames Become One, In 6th International Conference on Computer Games; Challenges and Opportunities, University of Isfahan, Isfahan, Iran.
  • Barnes, S.B. 2010. User Friendly: A Short History of the Graphical User Interface, Sacred Heart University Review (16) 1.
  • Bogost, I. 2016. Play Anything: The Pleasure of Limits, The Uses of Boredom, and the Secret of Games, Basic Books, New York.
  • Cook, E. 2020. Rearing Children of the Market in the “You” Decade: Choose Your Own Adventure Books and the Ascent of Free Choice in 1980's America, Journal of American Studies, (55) 2, 418-445.
  • Frasca, G. 2001. Videogames of the Oppressed: Videogames as a Means for Critical Thinking and Debate, Master’s Thesis, Georgia Institute of Technology, Atlanta, Georgia.
  • Huizinga, J. 2006. Homo Ludens, Ayrıntı Yayınları, İstanbul.
  • Jenkins, H. 1998. Voices from the combat zone: Game grrlz talk back. In Cassell, J. & Jenkins, (Ed.), From Barbie to Mortal Combat: Gender and Computer Games, MIT Press, Cambridge, MA, 328–341
  • Jensen, J.F. 1998. Interactivity: Tracking a New Concept in Media and Communication Studies, Nordicom review (19) 1, 185-204.
  • Juul, J. 2019. Handmade Pixels. Independent Video Games and the Quest for Authenticity, The MIT Press, Boston, Massachusetts.
  • Kandelin, M. 2021. Creating Immersive Menu Systems in Video Games, Bachelor’s Thesis, Turku University of Applied Sciences, Turku, Finland.
  • Koenitz, H. 2018. What Game Narrative Are We Talking About? An Ontological Mapping of the Foundational Canon of Interactive Narrative Forms, Arts (7) 4, 51.
  • Lessard, J. 2009. Fahrenheit and the Premature Burial of Interactive Movies, Eludamos Journal for Computer Game Culture (3) 2, p. 195-205.
  • Lodge, S. 2007. Chooseco Embarks on Its Own Adventure, in Publishers Weekly, https://www.publishersweekly.com/pw/by-topic/childrens/childrens-book-news/article/209-chooseco-embarks-on-its-own-adventure.html, Last accessed May, 2022.
  • Lowdermilk, T. 2013. User-Centered Design, O’reilly Media, Sebastopol, California.
  • Napoli, L. 1998. Interactive Filmmakers Hope to Make a Comeback, in The New York Times, https://archive.nytimes.com/www.nytimes.com/library/tech/98/08/cyber/articles/17dvd.html, Last accessed May, 2022. Newman, J. 2004. Videogames, Routledge, New York.
  • Quintans, D. 2013. Game UI By Example: A Crash Course in the Good and the Bad, in EnvatoTuts, https://gamedevelopment.tutsplus.com/tutorials/game-ui-by-example-a-crash-course-in-the-good-and-the-bad--gamedev-3943 Last accessed May, 2022.
  • Salen, K. ve Zimmerman, E. 2003. Rules of Play – Game Design Fundamentals, The MIT Press, Cambridge, Massachusetts.
  • Turunen, J.J. 2017. The Good, the Bad and the Unpleasant - A Study of Graphical User Interfaces in Video Games, Master's Thesis, Tampere University of Technology, Tampere.
  • Wolf, M.J.P. 2007. Video Game Explosion - A History from Pong to Playstation, Greenwood Press, Westport, Connecticut.
Toplam 21 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Yazılım Mühendisliği (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Özgür Kalender 0000-0002-8649-3250

Bahadır Uçan 0000-0003-4062-0469

Yayımlanma Tarihi 31 Aralık 2022
Gönderilme Tarihi 22 Mayıs 2022
Kabul Tarihi 27 Mayıs 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 6 Sayı: 2

Kaynak Göster

APA Kalender, Ö., & Uçan, B. (2022). Full Hareketli Video Oyunlarında Etkileşim Öğeleri. AURUM Journal of Engineering Systems and Architecture, 6(2), 191-205. https://doi.org/10.53600/ajesa.1119808

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