Thesis Type: Postgraduate
Institution Of The Thesis: Gazi Üniversitesi, Fen Bilimleri Enstitüsü, Turkey
Approval Date: 2018
Student: GİZEM KARADEDE
Supervisor: ARZU ÖZEN YAVUZ
Abstract:When defining the concept of Virtual, many people would be willing to cut corners and simply accept it to be the antonym of Real, but this would be an error. Virtual is a concept which intrinsically contains a static reality within itself but lacks full tangibility. In this aspect, the virtual occupies the same dimension as architecture: For an architect,architecture stems from the potential of an architect's imagination and does not necessarily require a physical outcome during the period before finalization; it is a way of life and a way of thought.Urban on the other hand, is more tangible as a concept compared to Virtual but also one that is notoriously difficult to define because of its dynamic nature. Throughout history, many different disciplines have provided their own definitions of Urban. Architecture, the discipline with the greatest physical contribution to urban environments, has also tried to define it and opted to do this using its own corporeal imagery.This study aims to bring tangible but difficult to define concept of a dynamic urban environment together with that of an intangible but real static virtuality and to create a new information and discussion medium by combining their inherent dynamic and static natures. To this end, video games containing virtual urban environments have been chosen as the domain of this study. In accordance with the thesis subject, an investigation of whether or not the urban organization in virtual and dynamic video games creates the perception of a real environment was attempted. A total of three video games were sampled with one including realistic contemporary urban environments, one including historical urban environments and one including urban environments created by the player; these samples were then analyzed using Kevin Lynch and Christian Norberg-Schulz's theories on spatial analysis. With reference to these analyses, it was concluded that video games can be used as tools to break the boundaries between Henri Lefebvre's interpretation of conceived, perceived and lived space - allowing them to freely transform into each other. A conclusion was then reached that video games, as a virtual medium, can be defined as urban environments because of their inclusion of elements pertaining to real environments.