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Oyun İmgelerinde Döngüsel Arayışlar

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Date
2023
Author
Topçu, Şeyma
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Abstract
The game is an important phenomenon that accumulates with the culture over time and transforms into different forms, forming the present, reconstructing the unique diary of each era with materials taken from the past. The ’playing' human and animal have sometimes come together in order to maintain their own existence, and sometimes they have encountered the phenomenon of game in healing rituals. The studies and researches carried out within the scope of this thesis examine the ways in which the game has evolved from the physical dimension to the digital dimension in the historical process within the framework of the concepts of imitation-repetition-cyclicality. Based on the idea that everything in the universe has a beginning and an end, it is based on the view that this cycle of being is a field of game and creation. The German philosopher Friedrich Nietzsche, who thinks that the world is a cog / wheel, has the concept of ‘eternal recurrence’ and the Dutch historian-poet Johan Huizinga's view that the game is also older than culture are some of the starting points of this thesis. The reasons for the emergence of the desire to play and create in humans and the common points about the forms in which we encounter these impulses will be examined. This magical space in which all these relationships arise, the 'magic circle' in Huizinga's words, is a space where the act of creation takes place at an unexpected moment in the pleasure of existence, a space that the player is willing to create without expectation and voluntarily. This space also incorporates the universal into itself, turning art into a game. It is possible for a people to realize that themselves is present as an player in this field that goes to own essence, and can harmonize with the life cycle of the thoughts only by understanding the game impulse. Within the scope of this thesis, direct and metaphorical inferences/studies about the game will be made by examining the game images in physical-digital dimension. These works, which will be made with painting, installation, video-performance and assembly techniques, are ironic reflections of the play impulse that reveals the transformations of a person within himself and in society and cannot be included in the totality of life.
URI
http://hdl.handle.net/11655/29437
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