Kişisel olarak deneyimlenmeyen olaylar dolayımlar üzerinden hatırlanmaktadır. Müzeler, anıtlar gibi mekânların yanı sıra her türlü medya ortamı geçmiş bilgisini edinmeye ve hatırlamaya yardımcı olmaktadırlar. Ancak medya ürettiği kurgulanmış geçmiş nedeniyle belleği bugünün esasına göre yeniden inşa etmektedir. Tarihsel olayların simülasyonlarını oluşturarak oyunculara ileten dijital oyunların bellek ile ilişkisi de diğer medya ortamlarına benzemekte, tarihi imge ve anlatı kaynağı olarak hatırlamaya yardımcı (mnemonic aids) olarak işlev görmektedir. Bu bağlamdan yola çıkan bu çalışmada Adalet ve Kalkınma Partisi’nin ulusal tarih inşası çerçevesinde Nusrat Mobil Savaş Oyunu analiz edilmiştir. Oyunda Çanakkale Savaşı ile ilgili belleğe ilişkin unsurların hangi göstergelerle verildiği açıklanmıştır.
Events that are not personally experienced are remembered by reasons. The museums, as well as places such as monuments, help to acquire and remember the past information of all kinds of media environments. But because of the established past that the media produces, the memory is rebuilt according to the essence of today. The relationship with memory of digital games transmitted to players by creating simulations of historical events is also similar to other media environments, serving as a source of historical image and narrative (mnemonic AIDS). In this context, this study was analyzed in the framework of the National History Building of the Justice and Development Party of Nusrat Mobile War Game. In the game, it is explained with what indicators are given the elements related to the memory of the Çanakkale War.
Events which are not personally experienced are remembered through mediums. Places such as museums and monuments as well as all kinds of media help to learn and remember historical knowledge. However, the media is rebuilding the memory based on the present understanding of the history which is fictionalized. Digital games simulate historical events and transmit them to the players. The relationship between digital games and memory resembles other media platforms and serves a source of historical image and narrative that functions as a “mnemonic aids”. Within this context, in this study, Nusrat Mobile War Game was analyzed in the scope of the Justice and Development Party’s national history construction. In the game, it is explained that by which indicators the memory elements related to the Battle of Gallipoli are given.
Alan : Sosyal, Beşeri ve İdari Bilimler
Dergi Türü : Ulusal
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