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Abstract


Computer Games Literacy of Children Case Study: Ghost in the Shell Stand Alone Complex Game
Everything is new about visual designs of the world and has been seeing for the first time for a child on the process of gaining the visual literacy. Acting children in the game chain are continually in the situation of observation and they have a visual entegration with the world which presents new things. Children’s memory-images are continual in their observations as visual compositions and archetypes of their childhood and they are hidden in the visual memory banks. Photographs, graphics, images are effective as functional, technical principles, composition, strategies are effective as fictional In the mean of socio-cultural, creating the meaning, formulating the emotion, defining the experimental as conceptual knowledge, linking the connection, understanding the audiences, seeing and understanding ways are appropriate to self using of life experiments and giving meaning to the world. On this phase, computer games become operational through creative and innovative designs. They transmit the new learning to exist applications, new combinations, new seeing and acting ways thus they articulate the creativeness and innovative elements. Computer games as visusal banks, in which chidren are in a kind of integration, are media contens which lead and enhance their visual literacy. Nowadays, game designs are not only seeing and hearing but for feeling related to technological innovations. Every single new game version has been referring to a new participator feelings. The title of this study as the game of “Ghost in The Shell Stand Alone Complex” is a media extent of animated film “Ghost in The Shell”. This game reveals the visual and spatial perception as multiplatform designs, diffuses the time-space unity thus, it creates a new techno-consciousness through deconstructive visual designs. In the study, selected scenes of the computer game will be analyzed and how the physical design formulates the perceptional characteristic of the images will be discussed on the way from static position to animated graphics.

Keywords
Visual Literacy, Design, Animation, Technology, Digital Culture


Gelişmiş Arama


Duyurular

    Yeni İndeks

    Dergimiz Haziran 2021'den (Cilt 11, Sayı 2) itibaren EBSCO (Sosyal Bilimler Ululslararası indeksi) tarafından indekslenmeye başlanmıştır.


    Yayına Kabul Edilecek Bilimsel Alanlar

    Beşeri ve Sosyal Bilimler alanında makaleler yayınlayan JoHUT, hakemlik sürecindeki sorunlar nedeniyle ve TR Dizin v.b indekslerde taranma şartlarından biri olan belirli bir alana yönelik yayın yapma şartını yerine getirmek amacıyla alan sınırlamasına gitmektedir. Bu bağlamada, 2021 yılından başlayarak Türk Dili ve Edebiyatı, İngiliz Dili ve Edebiyatı, Resim, Müzik, Eğitim Bilimleri, Hukuk, Ekonomi, Ekonometri, Üretim Yönetimi, Maliye, Kamu Yönetimi, Muhasebe ve Finans, Dış Ticaret, İlahiyat alanlarındaki makaleler kabul edilmeyecektir.  Yazar ve hakemlere duyurulur.


    Eylül 2021 Sayısı

    Dergimizin Eylül 2021 Sayısı (Cilt: 11, Sayı:3) yayınlanmıştır. Tüm hakem ve yazarlarımıza katkıları için teşekkür ederiz.


Derginin Yeni Adı (2020 yılı 10. ciltten itibaren)
Journal of Humanities and Tourism Research
Derginin Eski Adı
Karabük Üniversitesi Sosyal Bilimler Enstitüsü Dergisi (2010-2020)
ISSN: 1309-436X eISSN:2147-7841 (2013-2020)

Adres :Journal of Humanities and Tourism Research
Telefon :0370 418 86 00 Faks :0 370 418 83 33
Eposta :nturker@karabuk.edu.tr

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