
handle: 11424/199854
20.yy'da kültür endüstrisinin en yaygın öykü anlatım aracı olan sinema 21.yy'a gelindiğinde yerini yavaş yavaş dijital oyunlara bırakmaya başlamıştır. Tez kapsamında dijital oyunların tarihsel gelişimi, kültür endüstrisi ve ideolojiyle olan bağları incelenmiştir. Ayrıca, `Dehliz` isimli bir dijital oyun projesi gerçekleştirilerek, dijital oyun ve sinema arasındaki benzerlikler ve farklılıklar ortaya konulmuştur. Dijital oyunların üretim araçlarının öykü anlatımından çok, eğlence olarak oyun üretimine daha yatkın olduğu saptanmıştır.ANAHTAR KELİMELERSİNEMA, DİJİTAL OYUN, İDEOLOJİ, OYUN TASARIMI
Cinema, the most common narrative media of cultural industry in 20th century, started to put it's place slowly to digital games in 21st century. In this thesis, digital game historical evolution, it's connections of cultural industry and ideology are analized. Additionally, similarities and differencies between digital game and cinema are revealed. It's determined that digital game production tools tend to product games as entertainment, more than storytelling.KEYWORDSCINEMA, DIGITAL GAME, IDEOLOGY, GAME DESIGN
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Tarih, Three dimensional animation system, Digital cinema, Computer games, Visual-auditory media, 21. yy., Computer animation system, Dijital Oyunlar, Sinemada, Sahne ve Görüntü Sanatları, Multimedia, Eğlence, Interactive media design, Games, Cinema, Ideology, Sinema, Performing and Visual Arts
Tarih, Three dimensional animation system, Digital cinema, Computer games, Visual-auditory media, 21. yy., Computer animation system, Dijital Oyunlar, Sinemada, Sahne ve Görüntü Sanatları, Multimedia, Eğlence, Interactive media design, Games, Cinema, Ideology, Sinema, Performing and Visual Arts
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