Burcu Nehir Halaçoğlu
Video games, which influence art, education, daily life, perception of reality and our future plans day by day, are an audio-visual structure that is played and designed for many different purposes on many different platforms, places, and has now entered life. Video games are no longer just computer programs, electronic games, or narratives. It is an interactive device that is used in a wide range from education to psychology, from mathematics to art, and that is formed by the combination of these various disciplines, where all disciplines can find something of interest in video games. Adding to this diversity of content and structure the unknowable number of games produced, a great confusion emerges. But is there a pattern to this mess, or could it be? So, is it a universe with certain rules before us?
It seems that the classification of video games is a problem that has not been fully resolved since the 1980s, but has been tried many times over. How should a game like Tetris be distinguished from an MMORPG game? Or how do we decide that the two games are very different or similar from each other? We need a roadmap so we don't get lost in the video game universe. What platform is played, what goals and objectives it has, what visual style, what complexity of the narrative structure, in short, what type of game is mentioned varies according to the comments of magazines, academics and players. Because a classification system that will appeal to the needs of all segments has not been put forward yet. When the game being mentioned changes, the results also change.
So this book in your hands is an attempt to develop a solution to this problem.
Video Oyun Evreninde Yol Bulmak: Sınıflandırma ve Türler
Publishers: #GeceKitaplığı (Gece Kitaplığı, Night Library)