Bahçeşehir University
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Oyun Tasarımı Anabilim Dalı

Bahçeşehir University

17

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17 Theses
Master'sOpen AccessEN

Ethics or aesthethics. The mystery of moral choice in video game narrative

The aim of the research is to find the examples of moral choice in video games, what makes it so difficult for players to have this choice. What is more important for players during this choice and how aesthetics affect on this choice. Usually in videogames the moral choice is represented in two ways: to do somehting good, or to do something bad. In 80% of games good choices are supported with NPC's approval (Mass effect trilogy).

Gleb Denısovets
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessTR

İstismara maruz kalan çocukların terapi süreçlerinde kullanılabilecek ciddi oyun tasarımı için bir rehber çalışması

Ciddi oyunlar, eğitim, tıp, savunma, sağlık, mühendislik gibi farklı alanlarda sıklıkla kullanılmaktadır. Son yıllarda ciddi oyunların terapi süreçlerinde kullanımına ilişkin çalışmalar da yapılmaya başlanmıştır. Özellikle çocukların ve gençlerin depresyon, travma sonrası stres bozukluğu, kaygı bozukluğu, Asperger sendromu, dikkat eksikliği bozukluğu ve genel psikoterapi süreçlerinde kullanılmak üzere ciddi oyunlara başvurulmaktadır. Çalışmanın amacı, 6-12 yaş aralığında, istismar mağduru çocukların, terapi süreçlerinde kullanılabilecek bir ciddi oyun tasarım önerisi oluşturmaktır. Bu bağlamda, çocuklar için tasarlanmış ve terapötik etkisi test edilmiş oyunlar analiz edilerek, ortak tasarım kriterleri belirlenmiştir. Bu kriterlerden yola çıkarak, istismar mağduru çocukların terapi süreçlerinde kullanılabilecek, iki modüllü bir ciddi oyun fikri geliştirilmiştir. Geliştirilen oyun fikri, terapötik oyunlar için kullanılabilecek bir oyun tasarım dokümanı şablonu oluşturularak, dokümante edilmiştir.

Meral Didar Güzelkara
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

A case study of FIFA 23 in terms of attitudes towards advertising and its impactful factors

With games are increasingly used as a channel of advertising, studies inquired attitudes towards advertising in gaming context. This study aimed to identify the factors that were found to be impactful on attitudes towards advertising in both gaming and non-gaming related literature, and evaluate the format and context of advertising in EA SPORTS FIFA 23, in relation to the factors. Through a case study of the game via expert evaluation and close reading, it was found that a number of factors are relevant and observable in the EA SPORTS FIFA 23 context; nevertheless, three main points were observed that limited factors' potential impact. Here, the game's relation to the broader context of real-life football, definitional problems of the factors, and allowances related to format of advertising in EA SPORTS FIFA 23 were observed as hindrances to the relevancy and application of a number of factors impactful on attitudes towards advertising.

Alp Hazar Büyükçulhacı
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

Relation between genre and color palettes in mobile games

This thesis aims to examine whether there is a relationship between game genres and color palettes in mobile stores by collecting data from application stores. The similarity between game palettes within genre; and lightness, chroma, and hue properties of the palette colors within genres are examined in different breakdowns. These breakdowns are subgenre, month, country, and platform due to the way of data collection. To analyze the data, ANOVA and Tukey test are used. The results show that there is no significant similarity between color palettes within genre. Observations showed that the color characteristics of the palettes can be similar in different genres.

MobileMobile gamesGame design+2
Şeyma Nur Tahmaz
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

Auteur theory in indie games: An analysis of Lucas Pope games

"Indie", a shorter way of saying "independent", signifies a type of artwork that is rich in diversity, creativity and self-expression. The indie genre in gaming encompasses a diverse range of works characterized by unique storytelling methods and innovative visual approaches. Within this expansive and diverse realm of creative possibilities and artistic exploration, it is possible to encounter numerous instances of original expression. Auteur theory, originating in the cinema industry, suggests that a director's artistic vision shapes the whole final product of a film and leaves unique marks on their work. This theory has been extended to other artistic mediums, and it finds relevance in the domain of indie games, where it manifests through the unique perspectives and innovative approaches of individual developers. The objective of this study is to explain the auteur theory in detail and demonstrate its applicability to video games in general, and elucidates on how it applies to various award-winning indie games, featuring Lucas Pope's Papers, Please and Return of the Obra Dinn. Pope's games contribute to a unique pattern with their distinct visual style, minimalistic interface, thought provoking narrative and dystopian themes. By diving into how auteur theory is seen in indie games, we gain insight of the significance and value of individual creative voices within the video game industry and how this influence shapes the industry's artistic evolution.

Aleyna Öztürk
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

A guideline study for adapting and designing board games for virtual reality

Board games have been in the history of humankind since ancient times. With the developing technologies day by day, more innovative and different perspectives on board games have emerged. One of the most important developments that offers different experiences in this field is VR technology. The merging of VR and board games, and the rethinking of game mechanics and player experience, has led to the enrichment of board games and the emergence of more exciting experiences. There are different challenges and opportunities brought by VR technology that provides an immersive and more inclusive gaming experience for gamers. Given these challenges and opportunities in the game design process for VR board games, creating immersive experiences is critical. In this thesis, a design guide is proposed to contribute to this design process. This guide covers the process of adapting traditional board games to the virtual reality (VR) environment and designing new VR board games. First, board games and their development were thoroughly investigated within the context of this study. Following that, the specifics of the game design and the capabilities of the VR glasses were examined. This investigates how to adapt board games for virtual reality while also analyzing how to make them more participatory and interactive. Critical subjects including game mechanics, player interaction, and game environment were highlighted in this guide study, which was developed based on several game principles. In the study's last section, various VR board games were examined in accordance with this manual.

Elif Ayhan
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

When our choices matter: The interplay between immersion and moral decision-making in digital games

This thesis explores the intricate relationship between immersion and moral choices in video games, analyzing their impact on a player's gaming experience. Through a literature review, the concept of immersion, how it is achieved, and what game design components produce it are explored. Furthermore, the role of moral choices in video games, their effect on player experience, and their implications for a player's sense of agency and responsibility are investigated. The interplay between immersion and moral choices and how these elements shape a player's gaming experience are analyzed by conducting a close reading of the video game Papers, Please. The findings from the reading are synthesized into a guide for designing for immersion and morality in games, which describes how game design components affect each other and how to avoid common pitfalls. It is concluded that understanding the interplay between immersion and moral choices can inform game design, leading to more satisfying gaming experiences and increased player enjoyment. Additionally, it suggests that such research can contribute to discussions about the emotional effects of video games on players and prompt further investigations into the relationship between immersion, moral choices, and real-world behavior.

Digital gamesSocial presence
Bernardo Xavıer Sanız Balderrama
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

Unreliable narrator in video games

This thesis explores in depth the use of the concept of unreliable narrators in video games. It aims to understand how unreliable narrators are utilised, the characteristics of narrators, the disclosure of unreliable narrators, and the possible effects of unreliable narrators on interactivity and game endings. Within the scope of the research, Bastion, Braid, Call of Juarez: Gunslinger, Hellblade: Senua's Sacrifice and Portal, which have quite different characteristics from each other, were examined and analysed with the close reading technique and the results were compared with each other. This research reveals that the use of unreliable narrators in video games is a complex and multifaceted phenomenon. The games analyzed show that the unreliable narrator is integrated with game design, gameplay, visual and auditory elements. As a result, it is revealed that the unreliable narrator is used as a complex narrative technique in video games as in literature and cinema. It also provides comprehensive information on how the unreliable narrator in games contributes to game design and the communication between the designer and the player. The thesis offers a new perspective on narrative in the field of game studies and helps us to better understand the power and structures of the medium, which will lead to the design of even more quality and innovative products in the future.

Computer gamesUnreliable narratives
Ömer Can Saroğlu
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

A guideline study of using adaptive music as an environmental storytelling element

This thesis presents a humble guideline study that explores how different game genres incorporate adaptive music elements, such as tempo, timbre, and digital signal processing effects, in relation to player interaction and environmental storytelling elements. It investigates how these adaptive music components vary across genres and analyzes their impact on player engagement and the immersive storytelling experience. This research provides valuable insights for game designers to create custom adaptive music systems that enhance the emotional depth and narrative impact in various game genres.

Cem Ayhan
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

Uncovering the impact of propaganda posters in games: How graphic design shapes the current state of the world

This study aims to examine the role of graphic design propaganda in video games, specifically through the analysis of propaganda posters. Video games have long taken inspiration from various sources, including real-life events, art, history, and mythology, and graphic design has been incorporated into the game world to make it more realistic. The study investigates if the use of graphic design in propaganda posters reinforces the world state and its lore in the game. By analyzing propaganda posters in video games, the study seeks to better comprehend the game world and understand the representation of the game world through graphic design propaganda.

Mustafa Naweed
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

Analyzing revenue increase in mobile games through update releases

The mobile gaming industry has seen significant growth in the past decade, and casual puzzle games have been at the forefront of this growth. These games are free and easy to play, making them a popular source of entertainment for many. Developers frequently release updates to their games to improve the gaming experience and add new features, leading to an increase in revenue generated from mobile games. This study consists of three parts. The first part explores the history of the game industry from its earliest years, while the second part examines the mobile gaming industry and investigates the common features of successful puzzle casual games. The factors that played a key role in the growth of these games are determined in this section. In the final section, the revenue growth of two specific mobile games, Merge Mansion and Gardenscapes, is analyzed through four update releases. The study collects data from the official websites of these games and calculates revenue growth by comparing revenue before and after the updates. The findings of this study provide insight into the revenue growth of mobile games through update releases and can be valuable for game developers looking to create effective updates that increase revenue.

PuzzlesEntertainmentsIncomes+1
Baycan Göktaş
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

Visual guides and design solutions in games: An analysis of Limbo and Inside

Almost every video game has at least one guide system built into it, often even more. With the exponential growth of video games, the audience has grown as well, therefore, games have become a serious research topic. This thesis aims to analyze the visual guides of two famous indie games made by the same studio, "Limbo" and "Inside" by Playdead, in order to understand how artists create visual cues for players without using any narrative and tutorial guides. In doing so, a context based on aesthetics, art history, visual psychology and design will be created. It is also hoped that this research will prove fruitful in creating a framework for visual guides in games for game artists and more.

Arıfa Rahımova
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessTR

Dijital oyunlarda çocukluğun temsili üzerine bir araştırma

Çalışmanın amacı çocukların dijital oyunlarda nasıl temsil edildiğini ve oyun tasarımında çocukluğa ilişkin ögelerden nasıl yararlanıldığını ortaya koymaktır. Tarihsel süreçte çeşitli değişikliklere uğrayan çocuk imgesi antik çağlarda minyatür yetişkinler olarak karşımıza çıkar, sonrasında ise bir Hristiyan doktrini olan ilk günah kavramı üzerinden "günahkâr çocuk" imgesi ile yorumlanır. 19. Yüzyılın eğitim ve edebiyat dünyasında masumiyet ile ilişkilendirilen çocuklar modern dönemde ise yetişkinlik yolunda eksikliğini gidermesi gereken "gelişen çocuklar" olarak tanımlanırlar. Son dönemlerde yapılan çocukluk çalışmalarında ise çocuklar artık "aktif özneler" şeklinde nitelendirilmektedir. Dijital oyunlarda çocuklara çoğunlukla yardımcı aktörler, yetişkinliğe giden yolda bir evre veya kimi duygu ve düşüncelerin sembolik taşıyıcısı olarak yer verildiği görülür. Bu çalışmada ise ana kahramanları çocuk olan Among The Sleep (2014), Child of Light (2014) ve Gris (2018) adlı üç oyun incelenmekte, bu kahramanların birer özne olarak nasıl yansıtıldığı ve bir tasarım ögesi olarak çocukluğun nasıl kullanıldığı içerik analizi yoluyla araştırılmaktadır. Anahtar Kelimeler: Çocukluk, Çocuk Özne, Dijital Oyun, Dijital Oyun Tasarımı, Dijital Oyunlarda Çocuk

Bilgisayar oyunları
Berk Devrim Özçelebi
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

Enneagram personality types, and players' in-game choices: A case study on Detroit Become Human

This thesis deals with video game players' in-game choices and the possible relation with their enneagram personality types. For this purpose, keywords, such as personality, enneagram personality types, games, choices and decision-making are defined. In addition, Detroit Become Human which is known to be a narrative-driven game is chosen to be analyzed and used. 14 participants took part in the study to be observed during gameplay sessions and are asked semi-structured interview questions about their choices.Accordingly, this paper provides insight for players' in-game choices and their decision-making process while the relation between their enneagram personality type and the choices is investigated.

Computer gamesInteractive decision makingRole playing games+1
Şeyda Şahin
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

Systemic game design case study The Legend of Zelda: Breath of the Wild

Nowadays, digital games are the most important and most demanded products of the entertainment industry with their sales figures and popularity. Especially with the increasing power of computer hardware, much larger games are being made and if it continues in this way, much larger games will be made in the future. The designs of these games, which are growing gradually, continue to get more complex and develop. Unlike traditional digital games, where game systems work separately, games in which many game systems are intertwined and interact with each other are increasing. Games with high playability, no matter how large-scale, by interconnected and working together of game systems are referred to as systemic games. The subject of systemic game design, which is the design method and process of systemic games, has been examined in detail through The Legend of Zelda: Breath of the Wild, the most successful example of this genre. The aim of this research is to investigate the benefits of systemic game design, what benefits commercial games provide in production processes, how it contributes to the player experience design process, and to come up with a roadmap for using this methodology in other game projects.

Digital productsGame systemsGame design
Yusuf Işık
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

An analysis of a dystopian narrative bioshock infinite

This study aims to make an in-depth analysis of the dystopian narrative of Bioshock Infinite along with highlighting the dystopian elements that play a fundamental role in the narrative of the game. Data will be collected through an extensive playthrough. Close reading methodology will be implemented. Close reading is intended to describe, analyze, and understand the narrative design of the game. The close reading employs Bizzocchi's analytical framework, which includes the examination of specific narrative parameters such as character, storyworld, narrativized interface, emotion, and micro-narrative along with some other sub-parameters. Additional data will be collected through focus group discussion to support the findings of close reading data.

Merve Durmaz
Bahçeşehir University · Institute of Graduate Studies
2023
00
Master'sOpen AccessEN

Effect of juicy visual design on player experience in a mobile platform game

This study investigates the effects of juiciness on player experience in a mobile puzzle game context. Juiciness refers to the incorporation of extensive audiovisual feedback aimed at enhancing the user experience. The objective is to determine the impact of juiciness on subjective perception, gameplay dynamics, and emotional responses. The study adopts a within-subjects experimental design, where participants play two versions of the game with varying levels of juiciness. Feedback is collected through surveys, and performance measures are assessed. The results indicate that juiciness significantly influences the subjective perception of the game. Participants perceive the juiciness-enhanced version as visually more appealing, as evidenced by their responses on the Player Experience Inventory (PXI) and the Game User Experience Satisfaction Scale (GUESS). However, the overall enjoyment and performance measures are not highly affected by the juicy elements.

Emotional experiencesUser experienceMobile games
Bilal Balcı
Bahçeşehir University · Institute of Graduate Studies
2023
00