Fictional vernacular architecture as a worldbuilding element: Structure samples from the World of Warcraft video game

This study aims to evaluate the structures of Azeroth, the fictional built world of the World of Warcraft video game, as samples of vernacular architecture. Therefore, the scope of the study contains video game architecture, vernacular architecture, and structure samples from the mentioned video game. For the methods of the study, first, the storytelling and worldbuilding concepts are investigated. Then, the use of architecture in video games is analyzed in the light of pioneer academic studies. Moreover, the term vernacular architecture is introduced to name the structure of World of Warcraft as samples of it. The elements affecting the design of vernacular architecture samples are mentioned. Finally, in the case study, the settlements and the structures of the fictional races with distinct cultures, from the mentioned video game, are studied in detail. And in result, some unique determinations of mentioned game’s use of architecture, in both video game architecture and fictional vernacular architecture terms, are proposed.

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03 Eylül 2024 06:13
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Eser Adı
(dc.title)
Fictional vernacular architecture as a worldbuilding element: Structure samples from the World of Warcraft video game
Yazar
(dc.contributor.author)
Atlıhan Onat Karacalı
Yayın Yılı
(dc.date.issued)
2022
Tür
(dc.type)
Makale
Özet
(dc.description.abstract)
This study aims to evaluate the structures of Azeroth, the fictional built world of the World of Warcraft video game, as samples of vernacular architecture. Therefore, the scope of the study contains video game architecture, vernacular architecture, and structure samples from the mentioned video game. For the methods of the study, first, the storytelling and worldbuilding concepts are investigated. Then, the use of architecture in video games is analyzed in the light of pioneer academic studies. Moreover, the term vernacular architecture is introduced to name the structure of World of Warcraft as samples of it. The elements affecting the design of vernacular architecture samples are mentioned. Finally, in the case study, the settlements and the structures of the fictional races with distinct cultures, from the mentioned video game, are studied in detail. And in result, some unique determinations of mentioned game’s use of architecture, in both video game architecture and fictional vernacular architecture terms, are proposed.
Açık Erişim Tarihi
(dc.date.available)
2022-05-24
Yayıncı
(dc.publisher)
IDA
Dil
(dc.language.iso)
En
Konu Başlıkları
(dc.subject)
Video Game Architecture
Konu Başlıkları
(dc.subject)
Storytelling
Konu Başlıkları
(dc.subject)
Worldbuilding
Konu Başlıkları
(dc.subject)
Vernacular Architecture
Konu Başlıkları
(dc.subject)
World of Warcraft
Tek Biçim Adres
(dc.identifier.uri)
https://hdl.handle.net/20.500.14081/1635
ISSN
(dc.identifier.issn)
2687-5373
Dergi
(dc.relation.journal)
IDA: International Design and Art Journal
Dergi Sayısı
(dc.identifier.issue)
1
Orcid
(dc.identifier.orcid)
0000-0003-2688-1304
Bitiş Sayfası
(dc.identifier.endpage)
127
Başlangıç Sayfası
(dc.identifier.startpage)
109
Veritabanları
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TR-Dizin
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