Publications
2026 - Player Discourse in Digital Games Themed Around Turkish Mythology and History
Abstract
The game ecosystem, in which cultural memory, historical heritage, and codes of national belonging are reprocessed through digital environments, transforms identity into a folkloric process reproduced and negotiated by player communities. This study examines the relationship between official discourse constructed by developers and civil discourse produced by players in digital games themed around Turkish culture, mythology, and history. The sample consists of three games representing different forms of nationalism: URUZ: Return of the Er Kishi, emphasizing cultural nationalism through Dede Korkut narratives; Erzurum, producing patterns of banal nationalism through everyday and geographical symbols; and Ulukayın: Ertuğrul, reflecting epic nationalism through historical heroism narratives. A hybrid methodology combining Python-based natural language processing techniques was adopted. Of the 5,838 user reviews collected from Steam, a subset of 5,211 Turkish-language reviews was analyzed. BERT-based sentiment analysis was applied to all Turkish reviews, while reviews containing national-identity- and local-production-related vocabulary were examined using TF–IDF representations and K-Means clustering. Findings indicate that expressions such as “Turkish game” and “local production” do not automatically generate support; instead, they increase players’ expectations regarding technical quality, originality, and aesthetic depth. Consequently, digital games emerge as contemporary cultural arenas in which national identity and digital folklore are negotiated.
Keywords: Digital games, Turkish mythology, Player discourses, Cultural representation, New media.
ART7 Journal of Art and Communication, Issue 5, 2026, e-ISSN: 3062-3006
2026 - Visual Communication in New Media Narratives: A Computational Thermal Dramaturgy Analysis of ‘Death Stranding'
Abstract
Digital games, as one of today's most effective new media narrative environments, transform audiences from passive recipients into interactive experiencers. This study examines Hideo Kojima's Death Stranding (2019) as a visual communication plane in which cinematic aesthetics are reproduced in a digital environment. The main objective of the study is to reveal how the use of light, colour, and atmosphere in the game structures the emotional messages conveyed to the player. In this context, the game's visual language was examined within the framework of the ‘thermal dramaturgy’ model proposed and used in the research. Twenty-three key scenes representing the game's narrative flow were analysed using a Python-based image processing library (OpenCV), and the RGB colour intensities and visual heat values of the scenes were converted to numerical data. The algorithmic data confirm that cold (blue/grey) colour codes symbolise ‘isolation and uncertainty’. In contrast, warm (amber/orange) colour codes symbolise ‘connection and hope’ as part of a systematic communication strategy. The study reveals that the atmosphere in new media environments is a visual communication tool that can be measured using computational methods.
Keywords: new media, visual communication, Death Stranding, thermal dramaturgy, game atmosphere.
Etkileşim Journal of Communication, Vol. 9, Issue 17, 2026, e-ISSN: 2636-8242
2026 - Spatial Affordance and Interaction Design in Virtual Reality (Vr) Games: An Evaluation Through The Game 'Half-Life: Alyx'
Abstract
This study examines the effect of spatial affordance elements on players' orientation and interaction processes in virtual reality (VR) games. Affordance-Based Design (ABD) and Sensorimotor Affordance (SMA) models constitute the theoretical framework of the research. While ABD emphasizes the fundamental role of the concept of affordance in the design process, the SMA model explains how perception and motor systems combine with interaction processes in the virtual environment. This study analyzes visual, auditory, and haptic affordance components using systematic in-game observation methods through the ‘Half-Life: Alyx’ example. During the data collection process, design elements such as light, color, sound effects, and haptic feedback that support the orientation and interaction processes in the game were observed and evaluated through descriptive analysis. The findings show that affordance elements increase players' spatial awareness, facilitate orientation processes, and support intuitive interaction. In future studies, effectively utilizing guidance mechanisms grounded in Affordance Theory will enhance the intuitiveness and immersion of VR experiences.
Keywords: Virtual Reality, Spatial Affordance, Interaction Design, Virtual Reality (VR) Games, Half-Life: Alyx.
art-e, Vol. 18, Issue 36, 2025, ISSN: 1308-2698
2026- Constructing Ecological Memory in Digital Games: An Analysis of Animal-Centered Narratives and Emotional Experience
Abstract
The global ecological crisis has intensified the cultural visibility of environmental themes and animal-centered narratives in digital games. This study analyzes how eco-narratives construct ecological memory by comparatively examining Endling: Extinction is Forever and Shelter. Drawing on Steam user reviews and a thematic analysis supported by natural language processing (NLP), the findings reveal that Endling cultivates “instructive empathy” through hope and awareness, while Shelter evokes “ecological mourning” through loss and vulnerability. Across both games, silent narration, atmosphere, and environmental cues emerge as key aesthetic strategies shaping player experience. The results demonstrate that ecological memory is constructed not only through narrative content but also through affective and sensory design. These findings position animal-centered digital games as powerful communicative environments that render ecological loss and responsibility experientially meaningful.
Keywords: Eco-Narrative, Ecological Memory, Animal-Centered Narratives, Digital Games, Emotional Experience.
The Turkish Online Journal of Design Art and Communication, Vol. 16, Issue 3, 2026, ISSN: 2146-5193
2025 - Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games
Abstract
This study investigates how large language models (LLMs) can serve as dynamic agents in game-based interactions by comparing two prototypes of a color-guessing game. One model (Cohere Command) operates on a zero-shot prompt-based mechanism, while the other (FLAN-T5) is fine-tuned on a semantically structured dataset. A total of 20 participants were divided into two experimental groups to evaluate the models' ability to generate semantically coherent yes/no questions, maintain flow, and perform accurate predictions. Quantitative data, including session durations, number of interactions, and AI outputs, were analyzed, along with a post-game user experience survey grounded in Flow Theory. Results show that while both systems achieved task completion, the fine-tuned FLAN-T5 model significantly outperformed the other models in terms of semantic clarity, user engagement, and perceived fluency. The findings highlight the potential of LLM-based DDA systems in creating meaningful, adaptive player experiences and underscore the importance of semantic alignment and interaction transparency in game-based AI design.
Keywords: Artificial Intelligence, Machine Learning, Digital Game Design, Dynamic Difficulty Adjustment
Acta Infologica, Vol. 9, Issue 1, June 2025, E-ISSN: 2602-3563
2025 - Integration of Digital Arts into Spaces Restored by IMM Heritage
Abstract
Integrating contemporary art into restored historical and industrial buildings has become a significant interdisciplinary practice that bridges heritage conservation, spatial design, and artistic production. This study investigates the conversion of Şerefiye Cistern, Çubuklu Silos, Museum Gashouse, Artİstanbul Feshane, Casa Botter, Cendere Art Museum, Metrohan, and Yedikule Gashouse, restored under the Istanbul Metropolitan Municipality (IMM) Heritage projects, into spaces that serve artistic functions. Post-restoration evaluations focus on spatial organization and interior components such as form, material, light, and color. The research is theoretically grounded in Henri Lefebvre’s Production of Space and Christian Norberg-Schulz’s Genius Loci. Within this framework, the study explores how space is shaped through perceived, conceived, and lived dimensions, and it offers a comprehensive analysis of spatial meaning and identity. The findings reveal that digital art interventions enhance space’s aesthetic and functional qualities, while interior architectural decisions play a direct role in shaping artistic perception. Ultimately, integrating digital art into restoration processes, when approached holistically, supports both the cultural continuity and artistic transformation of historic spaces.
Keywords: Cultural heritage, Installation art, Interior Architecture, Space.
Journal of Art & Design, Vol. 40, Special Issue, December 2025, e-ISSN: 2146-9059
2025 - Procedural design in digital games: Space and environment interaction in No Man’s Sky
Abstract
This study analyzes the effects of procedural design on the space and environment in No Man’s Sky. The research includes 300,000 comments from Steam gaming platform users between 2016 and 2024. Player comments were analyzed using the following categories to understand players’ experiences of space and environmental interaction: “creativity and possibilities,” “environment and space design,” “environmental interaction and dynamism,” “exploration and diversity,” “game mechanics,” “procedural generation,” and “repetition and predictability.” Word frequency, thematic analysis, and sentiment analysis were used to assess players’ perceptions of procedural design. The findings suggest that despite the procedural design’s freedom of exploration and visual variety, players generally perceive the experience with neutral emotions. Repetitive designs and limitations were found to reduce player satisfaction. The impact of innovative content was limited. This study highlights the potential of procedural design to create aesthetics, functionality, and individualized experiences in game design. The procedural design should be optimized in future studies to create stronger emotional effects, and the design processes should be restructured based on insights from player comments.
Keywords: Procedural design, Game design, Environment design, Third-person game, No Man’s Sky
IDA: International Design and Art Journal, Vol. 7, Issue 2, 2025, ISSN: 2687-5373
2025 - Silent Communication and Design in Digital Games: A Study on Dead by Daylight
Abstract
The absence of voice and text chat in digital games often fosters nonverbal systems of communication. In Dead by Daylight, an asymmetric multiplayer horror game, players rely on gestures, movements, and item interactions to convey intentions, build friendships, and express emotions all without a single word. This research explores how such silent forms of interaction evolve into a symbolic language that shapes gameplay, community norms, and the overall player experience. Drawing on over 400 hours of participant observation and content analysis of randomized matches, the study examines how players appropriate the game's affordances to generate meaning. Using the theoretical lenses of Affordance, Flow, and Communicative Action, the analysis reveals how players creatively repurpose limited mechanics into socially and strategically significant cues. From flashlight flicks to crouching dances, these gestures become ritualized forms of interaction. However, this emergent communication system is subject to interpretability challenge. While seasoned players easily navigate these unspoken codes, newcomers often misinterpret them which leads to frustration or alienation. The findings underscore the necessity for design interventions that promote accessibility and cultural onboarding for all players. By reframing silent communication as an expressive system rather than a limitation, this study expands the discourse on interaction design in multiplayer game environments.
Keywords: Silent Communication, Digital Game Design, Affordance Theory, Flow Theory, Theory of Communicative Action.
Journal of Communication Theory & Research, Vol. 71, Autumn 2025, e-ISSN: 2147-4524
2025 - Visual Identity in Digital Games: Spatial and Visual Representation of the Vault-Tec Brand in the Fallout Series
Abstract
This research investigates the integration of visual identity in digital games with spatial representation and contextual interaction, utilizing the fictitious Vault-Tec brand from the Fallout series as a case study. The relationship between graphic design elements (posters, logos, typography, color palettes, and mascots) and space and environment has been analyzed comparatively through the games Fallout 3, Fallout: New Vegas, and Fallout 4. The research was conducted based on Lev Manovich's "navigable space" and Henry Jenkins's "environmental storytelling" theories; it questioned how visual identity is integrated into the digital space not only as an aesthetic surface but also as a structure carrying narrative and ideology. The results derived from the visual analysis method reveal that Fallout 3 employs an authoritarian and directive representation style, while New Vegas adopts a silent and exploration-based approach. At the same time, Fallout 4 features an extreme propaganda aesthetic. The essay illustrates that corporate visual identity constitutes an integrated entity with the game space and environment, seeking to offer an interdisciplinary contribution to the interplay between digital game design, graphic design, communication, and spatial narrative.
Keywords: Digital Game, Game Design, Visual Identity, Graphic Design, Space.
Akdeniz Sanat, Vol. 19, Issue 36, July 2025, e-ISSN: 2458-9683