Yeni Medya ile Dönüşen Meslekler: Sinema Oyunculuğundan Video Oyunlarına

Geleneksel medya ile yeni medya arasındaki sınırların bulanıklaşması, medyaların değişen formlarının ve birbirine yakınlaşan yapılarının incelenmesi gereksinimini de beraberinde getirmiştir. Yakınsama kavramı ise bu gereksinim doğrultusunda çıkmış olan kavramlardan biridir. Günümüzde yakınsamanın kapsamına giren alanlardan önemli iki tanesi sinema ve video oyunlarıdır. Sinemanın yedinci sanat, video oyunlarının ise sekizinci sanat olarak kabul edildiği ve ikisinin de görsel medyalar olduğu düşünüldüğünde bu iki sanat dalı arasındaki kaçınılmaz etkileşim akademik araştırmalara konu olmaktadır. Video oyunlarının sinema filmlerine yakınlaşan senaryo ve görsel teknikleri, sinemanın ise özellikle pandemi dönemi sonrası dijital platformlara taşınan yapısı, iki sektörün ortak bir noktada, dijital ortamda buluşmasını sağlamıştır. Sinema izleyicisinin pasif, oyuncuların ise anlatıya aktif katılım sağlaması, yeni nesil anlatı arayışını da beraberinde getirmiştir. Transmedya anlatıları ve uyarlamaların hız kazanmasının yanı sıra film yıldızlarının video oyunlarına hareket yakalama teknikleri aracılığıyla kazandırılması güncel hamlelerden en sonuncusu olmuştur. Dijital ortamın gerçek aktörlere ev sahipliği yapmasının altyapısı oluşturan yakınsama kültürü, bu çalışmanın literatür kısmını oluşturmaktadır. Yapılan çalışmada film yıldızlarının video oyunlarında yer almalarının kişisel motivasyonları ve sektörel çıktıları, 3 Mart 2023 – 3 Mayıs 2023 tarihleri arasında arama motoru üzerinden ilgili anahtar kelimelerin kombinasyonu kullanılarak yapılan aramadan örneklem olarak seçilmiş 10 haber üzerinden incelenmiştir. Ulaşılan motivasyon ve çıktıların anlamlı bir biçimde yorumlanması ve farklı haberlerden derlenen bulguların ortak bir kategorizasyonun yapılabilmesi amacıyla çalışmada doküman analizi ve içerik analizi yöntemleri kullanılmıştır. İncelenen haberlerde ulaşılan ortak bulgular dört kategoriye ayrılarak “Yeni Kariyer Fırsatları”, “Görünürlük ve Uzun Vadeli Tanınırlık”, “Endüstri Geliri ve Karşılıklı Kazanç” ve “Medyatik Yansımalar” başlıkları altında derlenmiştir. Elde edilen bu bulguların film yıldızlarını video oyunlarda rol almaya iten temel motivasyonları ve yakınsama doğrultusunda iki sektörü de etkileyecek sektörel çıktıları açıklaması beklenmektedir. Literatürde halihazırda yer alan yakınsama çalışmalarına film yıldızları üzerinden yapılan araştırmayla yeni bir kazanım sağlamayı hedefleyen araştırmanın, kendisinden sonra yapılacak araştırmalara kaynak oluşturabilmesi amaçlanmıştır.

How Traditional Professions Have Transformed with New Media: From Cinema Acting to Video Games

New technologies have blurred the line between traditional media and new media, and convergence culture examines the changing form of media content. These days, cinema and video games are two important areas of convergence. When considering cinema as the seventh art, video games as the eighth art, and both as visual media, the inevitable interaction between these two branches of art becomes the subject of academic research. The script and visual techniques of video games, which have come to resemble movies more and more, and the structure of cinema, which has moved to digital platforms especially since the pandemic, have allowed them to meet in the digital environment. The passive participation of the cinema audience and the active participation of video game players have brought about the need for a new generation of narrative. Transmedia narratives and adaptations mark the first step in the collaboration between the two media forms. Motion capture technology has brought more realistic action to video games, and this marks the second important step. These days, motion capture actors are actual Hollywood stars. Convergence culture and the technical/ technological background form part of the literature of this study, which examines the personal motivations and sectoral outputs of movie stars’ participation in video games over 10 news stories selected as a sample from a search conducted using the combination of related keywords on a search engine between March 3 to May 3, 2023. The study uses the document analysis and content analysis methods to meaningfully interpret the motivations and outputs and to make a common categorization of the findings compiled from different news sources. The common findings from the news clips are divided into four categories and compiled under the headings of new career opportunities, fame and long-term recognition, industry revenue and the win-win situation, and media reflections. These findings are expected to be able to explain the main motivations for movie stars to take part in video games and the sectoral outputs that will affect both sectors in line with convergence. The research aims to provide new gains to the convergence studies already included in the literature with its research on film stars and to be a source for future research to be carried out.

___

  • Altunışık, R., Coşkun, R., Bayraktaroğlu, S., & Yıldırım, E. (2010). Sosyal bilimlerde araştırma yöntemleri SPSS uygulamalı. Sakarya Yayıncılık. google scholar
  • Baraniuk, C. (2020, 14 Nisan). Computer games: More than a lockdown distraction. BBC. https://www.bbc.com/ news/business-52210938.amp google scholar
  • Black Mirror: Bandersnatch. (t.y.). IMDb. https://www.imdb.com/title/tt9495224/ google scholar
  • Brookey, R. A. (2010). Hollywood gamers: Digital convergence in the film and video game industries. Indiana University Press. google scholar
  • Cambridge. (t.y.). A-List. CambridgeDictionary. https://dictionary.cambridge.org/dictionary/english/a-list google scholar
  • Dring, C. (2017, 6 Mart). "We want games to be as important to us as film and TV" - BAFTA. Games Industry.we-want-games-to-be-as-important-to-us-as-film-and-tv-bafta google scholar
  • Fidler, R. (1997). Mediamorphosis: Understanding newmedia. Pine Forge Press. google scholar
  • First Awards Brochure. (t.y.). BAFTA. https://www.bafta.org/heritage/first-awards-brochure google scholar
  • First videogame adapted from a movie. (t.y.) Guinness World Records. https://www.guinnessworldrecords.com/ world-records/88979-first-videogame-based-on-an-official-movie-licence google scholar
  • Frans, O., & Witabora, J. (2017). Building an extensive experience in video games and movies, a transmedia storytelling. Journal of Game, Game Art and Gamification, 2(1), 27-29. https://doi.org/10.21512/jggag. v2i1.7213 google scholar
  • Frater, P. (2023, 5 Ocak). Global box office notched 27% gain in 2022 to hit $26 billion total, research shows.Variety. https://variety.com/2023/data/news/global-box-office-in-2022-1235480594/ google scholar
  • Geoff Keighley. [@geoffkeighley]. (2022, 16 Aralık). This year #TheGameAwards hit a new viewership milestone: 103 million livestreams. [Tweet]. Twitter. https://twitter.com/geoffkeighley/status/1603797471653957632 google scholar
  • Goldman, E. (2014, 6 Şubat). Kiefer Sutherland talks Metal Gear Solid 5. IGN. https://www.ign.com/ articles/2014/02/06/kiefer-sutherland-talks-metal-gear-solid-5 google scholar
  • Hern, A. (2021, 15 Ağustos). Game (voice)over: actors turn to video game work during pandemic. The Guardian.actors-turn-to-video-game-work-during-pandemic google scholar
  • Higgins, D. (2001). Intermedia. Leonardo, 34(1), 49-54. http://www.jstor.org/stable/1576984 google scholar
  • Jenkins, H. (2019). Cesur yeni medya: Teknolojiler ve hayran kültürü (N. Yeğengil, Çev.). İletişim Yayınları. google scholar
  • Kade, D., Özcan, O., & Lindell, R. (2013). Towards Stanislavski-based Principles for Motion Capture Acting in Animation and Computer Games. http://www.es.mdh.se/pdf_publications/3171.pdf google scholar
  • King, J. (2018). Detroit: Become Human can end in more than "1000 different combinations," says Quantic Dream. Trusted Reviews. https://www.trustedreviews.com/news/detroit-become-human-can-end-1000-different-combinations-says-quantic-dream-3459139 google scholar
  • Leane, R. (2021, 4 Ocak). How can actors adapt to making video games in the UK?. Backstage. https://www.backstage.com/uk/magazine/article/how-can-actors-adapt-to-making-video-games-72368/ google scholar
  • Leane, R. (2020, 8 Aralık). How acting is evolving thanks to video game technology. Backstage. https://www.backstage.com/uk/magazine/article/how-acting-directing-is-evolving-video-games-72227/ google scholar
  • Lewis, R. (2017, 4 Ekim). IMDb. Britannica. https://www.britannica.com/topic/IMDb google scholar
  • Martin, J. (2022, 21 Temmuz). How long is a video game script? University of Silicon Valley. https://usv.edu/blog/ how-long-is-a-video-game-script/ google scholar
  • Luxford, V. (2019, Haziran 17). Pixel perfect: Why Hollywood's biggest stars are turning to video games. Little White Lies. https://lwlies.com/articles/hollywood-stars-video-game-world-keanu-reeves/ google scholar
  • Menache, A. (2011). Understanding motion capture for computer animation. Morgan Kaufmann. google scholar
  • Melissinos, C. (2015, 22 Eylül). Video games are one of the most important art forms in history. Time. https:// time.com/collection-post/4038820/chris-melissinos-are-video-games-art/ google scholar
  • Mesele Sadece Oyun Değil #2: Sinema Sektörü, Dijital Platformlar ve E-Spor. (t.y.). https://www.thegame.com.tr/ sinema-sektoru-dijital-platformlar-ve-e-spor/ google scholar
  • McNulty, T. (2020, 25 Şubat). A screen is a screen: Actors are moving to video games as a new medium for their career. Hollywood Insider. https://www.hollywoodinsider.com/video-games-actors/ google scholar
  • Mondry, E. (2014, 2 Mart). Motion capture technology: Where can we possibly go from here? Artistry in Games https://artistryingames.com/motion-capture-technology-can-possibly-go/ google scholar
  • Nominees. (t.y.). The Game Awards. https://thegameawards.com/nominees google scholar
  • Pettersen, T. L. (2019). More human than humans - how video games play an important part in socio-critical discussions [Master's Thesis, University of Agder]. Universitetet i Agder. google scholar
  • Schiesel, S. (2011, 28 Haziran). Supreme court has ruled; now games have a duty. The New York Times. https:// www.nytimes.com/2011/06/29/arts/video-games/what-supreme-court-ruling-on-video-games-means. html google scholar
  • Shanley, P. (2019, 15 Kasım). Why more stars are joining video games (it's not just a paycheck). The Hollywood Reporter. https://www.hollywoodreporter.com/news/general-news/why-more-stars-are-joining-video-games-not-just-a-paycheck-1254067/ google scholar
  • St.Clair, J. (2019, 3 Ekim). Jon Bernthal had to embrace absurdity to play Ghost Recon Breakpoint's super villain. Esquire. https://www.esquire.com/lifestyle/a29321036/jon-bernthal-interview-ghost-recon-breakpoint-video-game-character/ google scholar
  • Şencan, H. (2007). Sosyal ve davranışsal bilimlerde bilimsel araştırma. Seçkin Yayıncılık. google scholar
  • Tonmoy, S. R. (2023, 15 Şubat). Hollywoodisation of video games: Blurring the lines of interactive media. The Daily Star. https://www.thedailystar.net/supplements/32nd-anniversary/where-showbiz-meets-the-internet/news/hollywoodisation-video-games-blurring-the-lines-interactive-media-3247291 google scholar
  • Tsukayama, H. (2016, 28 Nisan). Why Hollywood actors are being drawn to star in video games. The Washington Post. https://www.washingtonpost.com/news/the-switch/wp/2016/04/28/why-hollywood-actors-are-being-drawn-to-star-in-video-games/ google scholar
  • Türk Dil Kurumu. (t.y.). Sanat. Güncel Türkçe Sözlük. https://sozluk.gov.tr/ google scholar
  • Unreal Engine. (2023, 22 Mart). New MetaHuman Animator feature set to bring easy high-fidelity performance capture to MetaHumans. https://www.unrealengine.com/en-US/blog/new-metahuman-animator-feature-set-to-bring-easy-high-fidelity-performance-capture-to-metahumans google scholar
  • WATOP (2022, 27 Ağustos). How Your Favorite Games Are Actually Made [Video]. Youtube. https://www.youtube.com/watch?v=mAhv8136oZI google scholar
  • Wijman, Tom. (2022, 26 Temmuz). The games market will show strong resilience in 2022, growing by 2.1% to reach $196.8 billion. Newzoo. https://newzoo.com/insights/articles/the-games-market-will-show-strong-resilence-in-2022 google scholar
  • Worrall, W. (2021, 23 Eylül). What are FMV games and how do they work? Make Use Of. https://www.makeuseof.com/fmv-games-how-they-work/ google scholar
  • Yolcu, Ö. (2022). COVID-19 pandemisi döneminde sinema salonlarının sosyal medya kullanımı: Beyoğlu Sineması örneği. Türkiye İletişim Araştırmaları Dergisi, 40, 302-322. https://doi.org/10.17829/turcom.934664 google scholarf