Virtual reality and usage areas: Digital game example
2018
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Advisor: Prof. Dr. Levent Kılıç
Abstract (EN)
In the history of philosophy, there are basically two different approaches to the reality of the perceived world. These thoughts; idealistic philosophy that advocates that what we call objective reality can not exist independently of the human mind, and it is a materialist philosophy that advocates that it can exist independently of the human mind. As a result of the mentioned reality debates, it has become inevitable that these illusions are used in today's technology with understand the conditions that cause the illusion and the nature of perception. The overall aim of this study is to examine what kind of a reality alternative is made by the technologies that make use of illusion-causing conditions and role of the narratives on the Pokemon GO. The use of the artificial reality technologies in the play field transforms the time and space of digital games that a new and contemporary form of narrative. This transformation allows the game narrative to change, creating more interactive and open-ended scenarios than in the past. As one of the sub-goals of this study besides the narrative effects of artificial reality technology is time and space concepts have been evaluated through the game called Pokemon GO. In this case study, qualitative data were collected by semi-structured interview method. Participants were selected on the basis of education levels and playtime criteria. In this context, interviews were made with 6 participants and 12 questions prepared in accordance with the objectives of the research were directed to participants. In the analysis phase, the responses of the participants interpreted directly with the information provided in the field survey.
Author
Dr. Özgür Özköylü
Institution
How to Cite
Özgür Özköylü (Master Thesis). Virtual reality and usage areas: Digital game example, 2018, Anadolu University.
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