Digital Surrealism: Video Game Space

Author:

Gündüz Esra Nur1,Özener Ozan Önder2ORCID

Affiliation:

1. ISTANBUL TECHNICAL UNIVERSITY

2. İSTANBUL TEKNİK ÜNİVERSİTESİ

Abstract

The concept of virtual reality (VR), perceived as a copy of physical reality, restricts both the creators and users of the space, leaving no room for potential surreal experiences. The main motivation for conducting the research on virtual surreal space is to open up creative/productive spatial possibilities for discussion from a thought perspective that goes beyond this definition. Although there are various approaches to digital space in the literature, these studies mostly rely on computational methods. In contrast, this study aims to explore space from the perspective of "digital surrealism" which is ignored in spatial studies, through the computer-based gaming experience. Scholars writing about architecture and surrealism have argued that, unlike other forms of fine art, architecture was never an integral part of surrealism. Against this perspective of the digital game experience, the study aims to question whether it is possible to interpret the space with a surreal perspective and to investigate whether the space can approach surrealist thought with the digital game experience fed by computational methods that support the concepts of 'autonomy' and 'ubiquity'. The main goal of the study is to explore the relations between surrealism and architecture and the spatial potential of these relations through the experiences of the players. The surrealist spatial potential of digital space experience is explored in Superliminal (2019), a puzzle game that transforms the experience into allegories of dreams, free-thinking and multiple opportunities. Data analysis performed on the STEAM platform and the First Manifesto of Surrealism (1924), in which surrealism came into existence as a movement, were analyzed with Python software. The experimental group's thoughts and comments expressed on the STEAM platform were analyzed. Preliminary results of the study are presented with the "regression tree" method. Using the Python programming language, analyses are prosuded to discuss game spaces from a lens of surrealism perspective.

Publisher

Istanbul Technical University

Reference21 articles.

1. Artun, N. A. (2014). Sürrealizm Mimarlık Mekan Sanatı. İstanbul, Turkey: İletişim.

2. Backe, H. J. (2020). Spaces of Allegory. Non-Euclidean Spatiality as a Ludo-Poetic Device. In Proceedings of DiGRA 2020: Play Everywhere. Digital Games Research Association (DiGRA).

3. Bartle, R. A. (1996). “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDS.”

4. Bataille, G. (1998). Georges Bataille: Essential writings.

5. Benjamin, W. (1995). Pasajlar [Passages]. (Ahmet Cemal, Trans.). (2nd ed.). İstanbul, Turkey: Yapı Kredi Yayınları.

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. 3D Surrealism and Examples in Visual Communication Design;Bodrum Journal of Art and Design;2024-08-01

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3