High resolution of literature
Is this your thesis?
This record came from a bulk archive import. If it’s yours, link it to your profile.
Abstract (EN)
The development of computer games has undergone significant change and transformation from past to present. While the primary aim of early computer games was merely to entertain players, the purpose of modern computer games has diverged greatly from their original intent, now serving various other objectives. These new-generation games not only entertain players but also integrate them into the digital experience as participants or, in other words, active contributors to the game. In doing so, they offer users interactive and literary content. Today's world is witnessing the integration of literary narratives and backgrounds into games, enriched with literary terms and techniques like "intertextuality," making them an essential part of digital content. Players experience these elements in high resolution and with 3D graphics, gaining an entirely new type of experience akin to reading a technological book. These games, which make the user the main character of the content, adapt their stories based on the player's actions and conclude with the player's self-determination, create an atmosphere reminiscent of a personalized, interactive book. In other words, they enable literature to manifest itself in higher resolution. Games today provide precisely these kinds of experiences, going beyond mere gameplay to offer profound encounters. These types of games, which turn their users or players into part of a literary event, have become one of the most notable genres in both the literary and gaming worlds. Games that are based on globally renowned novels or stories have become some of the most popular choices in the digital gaming world. The purpose of this thesis is to delve into the inclusion of literary works in digital games and to analyze the literary techniques, narratives, and references employed in these games. While conducting such an analysis, examples from books and games will be provided to explore how literary works can be experienced at the center of a game, how players can embody book characters through role-playing, and how literature and role-playing games share common aspects. A fresh perspective on these intersections will also be presented through examples from game content.
Author
Turgay Umaz
Institution
Van Yüzüncü Yıl Üniversity
İngiliz Dili ve Edebiyatı Bilim Dalı
How to Cite
Turgay Umaz (Master Thesis). High resolution of literature, 2024, Van Yüzüncü Yıl Üniversity.
Keywords
License
Tüm Hakları Saklıdır
This work is shared under the specified license terms.
More theses from Van Yüzüncü Yıl Üniversity
- Evaluation of oxidative stress parameters and serum immunoglobulin levels in calves with enzootic pneumonia(2019)
- Fluoroquinolones resistance genes study and bioaccumulation of copper and cadmium by Stenotrophomonas maltophillia isolated from different sources(2019)
- Louise Erdrich ve Toni Morrison eserlerinde postfeminist unsurler(2019)
- The explosion of the solutions of stocastic heat equations(2019)
- The characteristics of reproduction, milk and fleece yield of Tatvan herigi (Hamdani X Akkaraman melezi) sheep raised at rural conditions(2019)
- Comparison of vitamin D, vitamin B12 and TSH levels among individuals wi̇th migren and tension type headache and without migren and tension type headache(2019)