Browsing by Subject "Video games"
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Item Open Access Authorship in video game adaptations(2021-08) Günal, SerenayThe purpose of this thesis is to examine how authorship of video game adaptations is handled as a discursive concept. Auteur theory was created and analyzed as a critical method in the film medium. The thesis researches the adaptability and applicability of this theory into video games and video game adaptations. The findings from the literature review are then compared to a survey of players‘ perceptions and experiences of authorship in video gaming. The survey was conducted in four subtopics to examine player‘s opinions on their preferences in video games, transmedia and adaptation, game creators and creative roles, and lastly, impressions of authorship in video games and adaptations. Another angle on authorship in video game adaptations is the author-driven genre, with a case study of four different Lovecraftian video games; Conarium (2017) and Call of Cthulhu: Dark Corners of the Earth (2005) as direct and Bloodborne (2015) and Darkest Dungeon (2016) as heavily inspired video games inspired by the early 20th-century stories of H. P. Lovecraft. The chapter aims to analyze how literary authorship creates a genre and a brand of its own in video gaming. Lastly, the thesis analyzes transmedia storytelling with a case study of authorship in The Witcher franchise, in which the adapted video games have assumed a more prominent international position than their literary sources.Item Open Access Save the planets: A multipurpose serious game to raise environmental awareness and to initiate change(Association for Computing Machinery, 2020-09) Özgen, Dilay Seda; Afacan, Yasemin; Sürer, E.Serious games address not only entertainment purposes but also the transformations on the behaviors of their players. Serious games have recently been used in several domains, such as education, training, rehabilitation, and defense. The positive impacts of the serious games have been highly emphasized in the literature given their strong elements in motivation, a sense of progress, and a sense of purpose. Thus, this study aims to transfer these well-known strengths of serious games to environmental awareness. To do so, a life simulation-like serious game, Save the Planets, has been developed to nurture, care about, and learn from the Solar system. The game also lets the users create their own customized systems so that the aspirations and priorities of the players could be detected. To measure the immediate impact of the Save the Planets serious game, three different scales —Environmental Identity Scale, Pro Environmental Behavior Scale, and Environmental Action Scale— were applied in the pre-test and post-test evaluations of the 22 participants. The results show that the Save the Planets serious game significantly changes the proenvironmental awareness, and this serious game may be used to better inform and motivate the participants to take long-term actions.Item Open Access A systematic literature review of game studies research in the last decade: Where are we now and where do we go from here?(Nova Science Publishers, 2021-05-17) Dikmen, E. S.; İnce, Levent Y.; Akşak, Emel Özdora; Başar, E. E.This systematic literature review examines academic game studies as a component of digital environments and new media ecosystems through a content analysis of peer-reviewed journal articles (n = 228), published over the last ten years, that include the term "game studies" in the title and/or abstract to reveal the development and directions of the literature on game studies. The literature on game studies was examined in detail to expose the state of research in game studies scholarship in terms of authorship, and geographical and academic contexts, major themes, theoretical perspectives, and commonly used methodological approaches. The paper provides suggestions for theory development, criticizes the field from a political-economy perspective, and suggests directions for future research.