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TRANSMEDYA, KOLEKTİF ANLATI VE KENT: POKÉMON GO ÖRNEĞİ

Year 2018, Issue: 9, 114 - 129, 28.06.2018

Abstract

Anlatı, insanın kendisini ve çevresini, anlamak ve anlatmak için ihtiyacı olan imgelerin taşıyıcısıdır. Yazılı, sözlü, görsel ya da dijital medyanın her biri anlatıya farklı etkiler katarken, bir anlatının birden fazla medya aracılığıyla aktarılması anlatının etki alanını genişletmek için çokça izlenen bir yoldur. Bir anlatının her bir versiyonunun kendi içinde bir bütünlüğü olmakla birlikte bir araya geldiğinde daha büyük bir bütün oluşturduğu, kuşatıcı anlatılar transmedya anlatılarıdır. Her bir parça temel anlatının karakter, olay, zaman, mekân gibi unsurlarından birinin derinine inerek bütüne katkı sağlamaktadır. Pokémon, anime, manga ve oyunlarıyla on yıllardır süregelen bir transmedya örneğidir. Pokémon’un dünyada oldukça ün kazanan son versiyonu da Konum Tabanlı Mobil Oyun  ya da Artırılmış Gerçeklik Oyunu olarak adlandırılan Pokémon Go!’dur. Pokémon anlatısının, mobil cihazların, fiziksel mekânın ve kolektif eylemin buluşmasıyla oluşan Pokémon Go, mevcut Pokémon anlatısının fiziksel mekânla ve gündelik yaşamla ilişkisini derinleştirmektedir. Pokémon Go’nun çift katmanlı anlatısının birinci katmanı bilinen Pokémon anlatısı üzerinden oyun tasarımcılarının tasarladığı Pokémon Go anlatısı iken; ikinci katman tamamen oyuncuların kent sokaklarında oyunu oynarken kolektif olarak yarattıkları dinamik anlatıdır. Sokaklarda pokémonların bulunduğu yerlere giden, gündelik yaşamda rotasını buna göre tayin eden, Pokéstop’lara dönüşen kent öğeleri üzerinden kimlik ve sahiplik geliştiren oyuncu, tüm bu etkileşimler sonucunda farklı bir kent deneyimi ve kent imgesi geliştirmektedir. Bu çalışmada, konum tabanlı mobil oyunlar aracılığıyla ortaya çıkan kent deneyimlerinin kolektif transmedya anlatısındaki yerini ortaya koymak amaçlanmıştır. Pokémon Go üzerine katılımcı gözlem ve derinlemesine görüşme yapılarak transmedya anlatılarına kentin eklemlenişi tartışılmıştır.

References

  • Auge, M. (1995). Non-Places: An Introduction to an Anthrophology of Supermodernity. London: Verso.Benjamin, W. (2012). Son Bakışta Aşk. İstanbul: Metis.Buckingham, D., & Sefton-Green, J. (2004). Structure, Agency, and Pedagogy in Children's Media Culture . In J. Tobin, Pikachu's Global Adventure: The Rise and Fall of Pokém . Durham: Duke University Pre .Burnett, R. (2012). İmgeler Nasıl Düşünür? (G. Pusar, Trans.) İstanbul: Metis.Canpolat, E. (2013). Küreselleşmenin İzini Foursquare'de Sürmek. İleti-ş-im , 65-83.Castells, M. (2001). The Internet Galaxy: Reflections on the Internet, Business, and Societ . Oxford: Oxford University Pres .de Souza e Silva, A. (2016). Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces. Mobile Media & Communication , 1-4.de Souza e Silva, A., & Frith , J. (2010a). Locational Privacy in Public Spaces: Medai Discourses on Location-Aware Mobile Technologies. Communication, Culture & Critique , 503-525.de Souza e Silva, A., & Frith, J. (2010b). Locative Mobile Social Networks: Mapping Communication and Location in Urban Spaces. Mobilities , 5 (4), 485-505.Dourish, P., & Bell, G. (2011). Divining A Digital Futura: Mess And Mythology In Ubiquitous Computing. London: MIT.Frith, J. (2013). Turning Life Into A Game: Foursquare, Gamification, and Personal Mobility. Mobile Media & Communication , 1 (2), 248-262.Göregenli, M. (2015). Çevre Psikolojisi: İnsan-Mekân İlişkileri. İstanbul: Bilgi Üniversitesi Yayınları.Gürel, E., & Tığlı, Ö. (2014). New World Created by Social Media: Transmedia Storytelling. Journal of Media Critiques , 35-63.Gazzard, A. (2011). Location, Location, Location: Collecting Space and Place in Mobile Media. Convergence , 17 (4), 405-417.Giddings, S. (2017). Pokémon GO as distributed imagination . Mobile Media & Communication , 5 (1), 59-62.Hjorth, L. (2013). The Place Of The Emplaced Mobile: A Case Study Into Gendered Locative Media Practices. Mobile Media & Communication , 1 (1), 110-115.Hjorth, L., & de Souza e Silva, A. (2009). Playful Urban Spaces: A Historical Approach To Mobile Games. Simulation & Gaming , 1-24.Hjorth, L., & Richardson, I. (2017). Pokémon Go: Mobile Media Play, Place-Making, and the Digital Wayfarer. Mobile MEdia & Communication , 3-14.Huizinga, J. (2013). Homo Ludens . (M. A. Kılıçbay, Trans.) İstanbul: Ayrıntı.Humphreys, L. (2017). Involvement shield or social catalyst: Thoughts on sociospatial practice of Pokémon GO . Mobile Media & Communication , 5 (1), 15-19.Jegers, K. (2007). Pervasive Game Flow: Understanding Player Enjoyment In Pervasive Gaming. Computers in Entertainment , 5 (1), 1-11.Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide . New York: New York Univesity Press.Juul, J. (2001). Games Telling Stories: A Brief Note On Games and Narratives . The International Journal Of Computer Game Research .Lambert, J. (2013). Digital Storytelling: Capturing Lives, Creating Community. New York: Routledge.Leppert, R. (2002). Sanatta Anlamın Görüntüsü İmgelerin Toplumsal İşlevi . (İ. Türkmen, Trans.) İstanbul: Ayrıntı Yayınları.McGonigal, J. (2011). Reality is Broken. New York: The Penguin Press.McLuhan, M. (1999). Gutenberg Galaksisi: Tipografik İnsanının Oluşumu. (G. Ç. Güven, Trans.) İstanbul: YKY.McLuhan, M. (1994). Understanding MEdia: The Extension of Man. Cambridge: MIT Press.Montola, M. (2011). A Ludological View On The Pervasive Mixed-Reality Game Research Paradigm. Personal and Ubiquitous Computing , 3-12.Montola, M., Waern, A., & Stenros, J. (2009). Pervasive Games:Experiences on the Boundary Between Life and Play. USA: Elsevier.Nedelcheva, I. (2016). Analysis of Transmedia Storytelling in Pokémon GO. International Journal of Humanities and Social Sciences , 10 (11), 3734-3742.Pokemon.com. (2018, 4 11). Pokedex. Retrieved 4 11, 2018, from Pokemon.com: https://www.pokemon.com/us/pokedex/Randall, W. L. (1999). Bizi 'Biz' Yapan Hikâyeler: KEndimizi Yaratma Üzerine Bir Deneme. (Ş. S. Kaya, Trans.) İstanbul: Ayrıntı.Robins, K. (2013). İmaj: Görmenin Kültür ve Politikası. (N. Tükoğlu, Trans.) İstanbul: Ayrıntı.Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. Cambridge: MIT.Schwartz, R. (2015). Online Place Attachment: Exploring Technological Ties To Physical Places. In A. de Souza e Silva, & M. Sheller, Mobility and Locative Media: Mobile Communication in Hybrid Spaces (pp. 85-100). NewYork: Routledge.Sevim, B. A. (2010). Walter Benjamin’in Kavramlarıyla Kültür Endüstrisi: “Aura”, “Öykü Anlatıcısı” ve “Flâneur”. Uluslararası Sosyal Ara tırmalar Dergisi , 3 (11), 509-516.Sicart, M. (2016). Reality has always been augmented: Play and the promises of Pokemon Go. Mobile Media & Communication , 1-4.Sutko, D., & de Souza e Silva, A. (2010). Location-Aware Mobile Media and Urban Sociability. New Media & Society , 13 (5), 807-823.Şimşek, B. (2012). Enhancing Women’s Participation in Turkey through Digital Storytelling . Journal of Cultural Science .Tokgöz, C., & Polat, B. (2018). Sociability on Location Based Mobile Games: An Ethnographic Research on Pokémon Go and Ingress in Istanbul . European Journal of Social Sciences , 12 (1), 120-129.WikiZero. (2017). Pokémon. Retrieved 04 14, 2018, from WikiZero: https://www.wikizero.com/tr/Pokemon

TRANSMEDIA, COLLECTIVE NARRATIVE AND URBAN SPACE: THE CASE OF POKÉMON GO

Year 2018, Issue: 9, 114 - 129, 28.06.2018

Abstract

The narrative contains the cognitive images that people needs for understanting themselves and their environments. Each media, written, visual or digital, have different effects on the narrative. Nevertheless, the presentation a narrative through multiple media platforms expands the influence of the narrative. Each version of the basic narrative is a whole in itself and, when all the pieces come together, they form a larger whole. These immersive narratives are named as transmedia narratives. Each piece contributes to the whole narrative by deepining one of the story elements such as characters, place, time or event. Pokémon is a famous transmedia example that has been going on for decades with anime, manga, games and cards.  The latest version of the Pokémon narrative is “Pokémon Go!” which is called location based mobile games or augmented reality game. Pokémon Go that takes place in the intersection of Pokémon narrative, mobile devices, physical space and collective action, deepens the relationship between Pokémon narrative and urban spaces. The first layer of the double-layered Pokémon Go narrative is the location based mobile game narrative designed by game designers; the second layer is a dynamic and collective narrative that players create together while playing in the streets. The players catch the pokémons, go to Pokéstops for collecting items and constructs a player identity through urban elements, so they evolve new everyday life experiences and sense of urban place. In this study, it is aimed to reveal the influence of urban experiences emerged through location based mobile games on collective tranmedia narratives. In the light of participant observation and in-depth interviews on Pokémon Go, the integration of urban space on transmedia narratives is discussed.

References

  • Auge, M. (1995). Non-Places: An Introduction to an Anthrophology of Supermodernity. London: Verso.Benjamin, W. (2012). Son Bakışta Aşk. İstanbul: Metis.Buckingham, D., & Sefton-Green, J. (2004). Structure, Agency, and Pedagogy in Children's Media Culture . In J. Tobin, Pikachu's Global Adventure: The Rise and Fall of Pokém . Durham: Duke University Pre .Burnett, R. (2012). İmgeler Nasıl Düşünür? (G. Pusar, Trans.) İstanbul: Metis.Canpolat, E. (2013). Küreselleşmenin İzini Foursquare'de Sürmek. İleti-ş-im , 65-83.Castells, M. (2001). The Internet Galaxy: Reflections on the Internet, Business, and Societ . Oxford: Oxford University Pres .de Souza e Silva, A. (2016). Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces. Mobile Media & Communication , 1-4.de Souza e Silva, A., & Frith , J. (2010a). Locational Privacy in Public Spaces: Medai Discourses on Location-Aware Mobile Technologies. Communication, Culture & Critique , 503-525.de Souza e Silva, A., & Frith, J. (2010b). Locative Mobile Social Networks: Mapping Communication and Location in Urban Spaces. Mobilities , 5 (4), 485-505.Dourish, P., & Bell, G. (2011). Divining A Digital Futura: Mess And Mythology In Ubiquitous Computing. London: MIT.Frith, J. (2013). Turning Life Into A Game: Foursquare, Gamification, and Personal Mobility. Mobile Media & Communication , 1 (2), 248-262.Göregenli, M. (2015). Çevre Psikolojisi: İnsan-Mekân İlişkileri. İstanbul: Bilgi Üniversitesi Yayınları.Gürel, E., & Tığlı, Ö. (2014). New World Created by Social Media: Transmedia Storytelling. Journal of Media Critiques , 35-63.Gazzard, A. (2011). Location, Location, Location: Collecting Space and Place in Mobile Media. Convergence , 17 (4), 405-417.Giddings, S. (2017). Pokémon GO as distributed imagination . Mobile Media & Communication , 5 (1), 59-62.Hjorth, L. (2013). The Place Of The Emplaced Mobile: A Case Study Into Gendered Locative Media Practices. Mobile Media & Communication , 1 (1), 110-115.Hjorth, L., & de Souza e Silva, A. (2009). Playful Urban Spaces: A Historical Approach To Mobile Games. Simulation & Gaming , 1-24.Hjorth, L., & Richardson, I. (2017). Pokémon Go: Mobile Media Play, Place-Making, and the Digital Wayfarer. Mobile MEdia & Communication , 3-14.Huizinga, J. (2013). Homo Ludens . (M. A. Kılıçbay, Trans.) İstanbul: Ayrıntı.Humphreys, L. (2017). Involvement shield or social catalyst: Thoughts on sociospatial practice of Pokémon GO . Mobile Media & Communication , 5 (1), 15-19.Jegers, K. (2007). Pervasive Game Flow: Understanding Player Enjoyment In Pervasive Gaming. Computers in Entertainment , 5 (1), 1-11.Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide . New York: New York Univesity Press.Juul, J. (2001). Games Telling Stories: A Brief Note On Games and Narratives . The International Journal Of Computer Game Research .Lambert, J. (2013). Digital Storytelling: Capturing Lives, Creating Community. New York: Routledge.Leppert, R. (2002). Sanatta Anlamın Görüntüsü İmgelerin Toplumsal İşlevi . (İ. Türkmen, Trans.) İstanbul: Ayrıntı Yayınları.McGonigal, J. (2011). Reality is Broken. New York: The Penguin Press.McLuhan, M. (1999). Gutenberg Galaksisi: Tipografik İnsanının Oluşumu. (G. Ç. Güven, Trans.) İstanbul: YKY.McLuhan, M. (1994). Understanding MEdia: The Extension of Man. Cambridge: MIT Press.Montola, M. (2011). A Ludological View On The Pervasive Mixed-Reality Game Research Paradigm. Personal and Ubiquitous Computing , 3-12.Montola, M., Waern, A., & Stenros, J. (2009). Pervasive Games:Experiences on the Boundary Between Life and Play. USA: Elsevier.Nedelcheva, I. (2016). Analysis of Transmedia Storytelling in Pokémon GO. International Journal of Humanities and Social Sciences , 10 (11), 3734-3742.Pokemon.com. (2018, 4 11). Pokedex. Retrieved 4 11, 2018, from Pokemon.com: https://www.pokemon.com/us/pokedex/Randall, W. L. (1999). Bizi 'Biz' Yapan Hikâyeler: KEndimizi Yaratma Üzerine Bir Deneme. (Ş. S. Kaya, Trans.) İstanbul: Ayrıntı.Robins, K. (2013). İmaj: Görmenin Kültür ve Politikası. (N. Tükoğlu, Trans.) İstanbul: Ayrıntı.Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. Cambridge: MIT.Schwartz, R. (2015). Online Place Attachment: Exploring Technological Ties To Physical Places. In A. de Souza e Silva, & M. Sheller, Mobility and Locative Media: Mobile Communication in Hybrid Spaces (pp. 85-100). NewYork: Routledge.Sevim, B. A. (2010). Walter Benjamin’in Kavramlarıyla Kültür Endüstrisi: “Aura”, “Öykü Anlatıcısı” ve “Flâneur”. Uluslararası Sosyal Ara tırmalar Dergisi , 3 (11), 509-516.Sicart, M. (2016). Reality has always been augmented: Play and the promises of Pokemon Go. Mobile Media & Communication , 1-4.Sutko, D., & de Souza e Silva, A. (2010). Location-Aware Mobile Media and Urban Sociability. New Media & Society , 13 (5), 807-823.Şimşek, B. (2012). Enhancing Women’s Participation in Turkey through Digital Storytelling . Journal of Cultural Science .Tokgöz, C., & Polat, B. (2018). Sociability on Location Based Mobile Games: An Ethnographic Research on Pokémon Go and Ingress in Istanbul . European Journal of Social Sciences , 12 (1), 120-129.WikiZero. (2017). Pokémon. Retrieved 04 14, 2018, from WikiZero: https://www.wikizero.com/tr/Pokemon
There are 1 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

Cemile Tokgöz 0000-0001-9157-8606

Burak Polat This is me

Publication Date June 28, 2018
Submission Date May 18, 2018
Published in Issue Year 2018 Issue: 9

Cite

APA Tokgöz, C., & Polat, B. (2018). TRANSMEDYA, KOLEKTİF ANLATI VE KENT: POKÉMON GO ÖRNEĞİ. Ege Üniversitesi İletişim Fakültesi Yeni Düşünceler Hakemli E-Dergisi(9), 114-129.
AMA Tokgöz C, Polat B. TRANSMEDYA, KOLEKTİF ANLATI VE KENT: POKÉMON GO ÖRNEĞİ. Yeni Düşünceler Dergisi. June 2018;(9):114-129.
Chicago Tokgöz, Cemile, and Burak Polat. “TRANSMEDYA, KOLEKTİF ANLATI VE KENT: POKÉMON GO ÖRNEĞİ”. Ege Üniversitesi İletişim Fakültesi Yeni Düşünceler Hakemli E-Dergisi, no. 9 (June 2018): 114-29.
EndNote Tokgöz C, Polat B (June 1, 2018) TRANSMEDYA, KOLEKTİF ANLATI VE KENT: POKÉMON GO ÖRNEĞİ. Ege Üniversitesi İletişim Fakültesi Yeni Düşünceler Hakemli E-Dergisi 9 114–129.
IEEE C. Tokgöz and B. Polat, “TRANSMEDYA, KOLEKTİF ANLATI VE KENT: POKÉMON GO ÖRNEĞİ”, Yeni Düşünceler Dergisi, no. 9, pp. 114–129, June 2018.
ISNAD Tokgöz, Cemile - Polat, Burak. “TRANSMEDYA, KOLEKTİF ANLATI VE KENT: POKÉMON GO ÖRNEĞİ”. Ege Üniversitesi İletişim Fakültesi Yeni Düşünceler Hakemli E-Dergisi 9 (June 2018), 114-129.
JAMA Tokgöz C, Polat B. TRANSMEDYA, KOLEKTİF ANLATI VE KENT: POKÉMON GO ÖRNEĞİ. Yeni Düşünceler Dergisi. 2018;:114–129.
MLA Tokgöz, Cemile and Burak Polat. “TRANSMEDYA, KOLEKTİF ANLATI VE KENT: POKÉMON GO ÖRNEĞİ”. Ege Üniversitesi İletişim Fakültesi Yeni Düşünceler Hakemli E-Dergisi, no. 9, 2018, pp. 114-29.
Vancouver Tokgöz C, Polat B. TRANSMEDYA, KOLEKTİF ANLATI VE KENT: POKÉMON GO ÖRNEĞİ. Yeni Düşünceler Dergisi. 2018(9):114-29.