The relationship between architecture and narrative in the context of space in literature and video games
2021
0 görüntülenme
0 i̇ndirme
Danışman: Dr. Öğr. Üyesi Özlem Kandemir
Özet (EN)
Architecture emerges as a phenomenon that appeals to the senses of people from past to present, creates an interactive and dynamic living environment, produces objects and structures. Architects, space designs; while representing with sketch-technical-three-dimensional drawings and models; Literary writers represent with literary description and sometimes with illustration sketches. In this context, writers construct fictional worlds in their minds. They fill these worlds with narrative spaces by quoting from the real world along with their own original ideas. Thus, readers who read the novel establish a mental, emotional and imaginary connection with the narrative spaces depicted in the novel. The thesis study is limited to fantastic literature, which is a sub-genre of literature. Fantasy literature is a literary genre that includes magical and supernatural elements that do not exist in the real world. Therefore, fantastic literature writers build new worlds with original story fiction and enrich their environment with spaces, characters and atmospheres connected with reality. In today's digitalizing world, the interest in video games is increasing with the development of computer programs and technologies. Video games carry the narrative, which is created with level design, including narrative transfer according to the game type, and fictionalized in an imaginary environment, to the virtual environment through the digital screen. Therefore, video games that are placed on a gamified ground with intertextual narrative fiction and virtual architectural atmospheres; It can offer dynamic environments where users can interact and have a virtual spatial experience. The study explores the representation of spaces depicted in fantastic literature in video games. In this direction, a hybrid method has been developed for the analysis and comparison of narrative space and video game space by applying a qualitative research method. Accordingly, by creating an architectural perspective from three fantastic works (The Hobbit and The Lord of the Rings, Harry Potter and The Witcher) selected within the scope of the thesis, the narrative spaces depicted in fantastic literary works were analyzed through video game images and it was researched whether they were represented by comparison in line with the proposed method.
Yazar
Onur Kocabaş
Bu Yayına Nasıl Atıf Yapılır
Onur Kocabaş (Master Thesis). The relationship between architecture and narrative in the context of space in literature and video games, 2021, Eskişehir Technical Üniversity.
Anahtar Kelimeler
Lisans
Tüm Hakları Saklıdır
Bu eser belirtilen lisans koşulları altında paylaşılmaktadır.
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