Transitional areas of digital game art
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info:eu-repo/semantics/openAccessTarih
2024Yazar
Anadolu Üniversitesi
0000-0002-4670-7883
0000-0003-3954-100X
Cengiz, Burcu Nur
Ateşli, Murat
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Cengiz, B, N, Ateşli, M. (2024). Transitional areas of digital game art. Sanat ve Tasarım Dergisi, 14 (1), 664-685.Özet
Digital games, which constitute a part of new media studies, offer different reality experiences
and new expressive environments to a player with multimodal interactions and hybrid
reality practices offered by game engines. The alternative environments offered by digital
game art create a kind of ‘transitional space’ in the participant’s experience process with
ambiguous structures such as reality-fiction. The phenomenon of the transitional area, discussed
by Donald W. Winnicott, is the cultural manoeuvring space in which the subject
experiences both internal and external reality while constructing the initial fiction of the
self, and is closely related to Jean Baudrillard’s concept of simulation in which fiction and
reality are mixed. In contemporary art, where the artistic image becomes a virtual reality,
phantasmagoria, in which meaning and reality are reconstructed and staged in new media
works referencing digital game practices, takes place in the transitional areas that Winnicott
sees as a dynamic and experiential playground. This research focuses on digital game
art works of different artists such as Olafur Eliasson, Hesam Jalili, Theo Triantafyllidis, Ian
Cheng, and Joon Yong Moon, who create a transitional space in their work with practices
such as ‘gamification of space’ and ‘counter gaming’.
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Sanat ve Tasarım DergisiCilt
14Sayı
1Bağlantı
https://hdl.handle.net/11421/28764Koleksiyonlar
- Sayı: 26 (2024) [34]