نوع مقاله : مقاله پژوهشی
1 دانشجوی دکتری هنرهای اسلامی، دانشکده هنرهای اسلامی، دانشگاه هنر اسلامی تبریز، ایران
2 ستاد، دانشکده هنرهای اسلامی، دانشگاه هنر اسلامی تبریز، تبریز، ایران
3 دانشیار، دانشکده مهندسی کامپیوتر، دانشگاه علم و صنعت، تهران، ایران
عنوان مقاله [English]
What is the Problem? Among the entertainment-related industries for the society, the computer game industry has had a rapid trend. Children, teens, and the whole family spend a lot of time playing these games according to their age and interests, and the industry market has seen billions of dollars in revenue in recent years. Germany, China and the United States have a large share of this market. In Asia, countries such as Japan and India have achieved great success in this field, but what is the share of national and traditional arts in the graphic design of these games? Given that in Ghahve-Khane painting, the audience plays an important role in shaping the painting, the audience is educated and the stories are taken from national myths, its use in the design of computer games that rely on the media to the audience and the narrator, it seems successful. The purpose of this study is to try to design a pattern to use the concepts of Ghahve-Khane painting, including insight, content and visual arrangements in designing space for a variety of game genres. Researchers' questions in this research include 1. What are the characteristic features of Ghahve-Khane painting in vision, content and visual arrangements? 2. Which of these features can be used to create a computer game space? Is. Researchers have hypothesized that narration and storytelling in this painting, the use of national myths, education and audience participation are the strengths of this painting for designing gameplay and play, and then symbolic, perspective and coloring. The presence of text symbols seems to be useful for graphic design of the game. Method: This study was conducted by Delphi policy-making and numerical method. For this purpose, 49 questionnaires were distributed among experts in the field of game design and familiar with Ghahve-Khane painting, of which only 16 people were willing to cooperate and participate in this research. All specialists are active members of the National Iranian Game Foundation. The opinions of these people were collected by a researcher-made questionnaire. Specialists should study the two concepts of play and Ghahve-Khane painting, if they agree with the relationship between these two concepts, regardless of the extent of this relationship to choose. Then the number of these agreements was counted and the average of each row and column was calculated. After calculating the average of the comments, once again, the results were provided to the experts to review and review, and after final confirmation, the results were published in the table. Findings: Expert opinions on the use of these drawings in game design are converging. Conclusion: The study shows that using the insight of this painting in the genres of strategy, adventure and action-adventure will be more successful, but not so suitable for the genres of sports, simulation and role-making. Also, using the themes of this painting in the genres of adventure, action, action adventure and role-playing will work well. It will not be successful in the genres of sports, simulation and strategy. In the field of game space design, using the visual arrangements of this painting to design the game environment will not be very successful. Interviewees do not quite agree with its use of visual arrangements in a realistic style, but in their view it would be more effective to use it in abstract and fantasy backs. Also, in terms of visual space layout, this painting is not considered very suitable for computer games. In this study, using the opinion of sixteen experts, the use of Ghahve-Khane painting in terms of insight, content in different game genres was examined and leveled, and then the use of visual Ghahve-Khane painting techniques to design the play space was measured. Currently, due to the lack of stronger resources, the model presented in this study can be used to design the game, but this must be done according to the limitations stated in this model. In other words, this study shows that in some cases there is a lot of agreement among experts, which makes it possible to make that design recommendation with more confidence and power, but in some cases due to disagreement of experts or reasons. Paradoxically, it is necessary to design more carefully and pay more attention to them in future studies. For example, in the design of ambient light or the use of visual arrangements for Ghahve-Khane painting in the design of the menu and introduction page, there is a great deal of disagreement, which can be partly due to the lack of field studies in this field and the theoretical knowledge of designers in He considered one of the two areas of painting and play to be related, which has led to the incompatibility of most experts. Another issue that may have caused this controversy is the lack of familiarity with the concepts of painting and the differences in the perceptions of experts on the concepts presented. Regardless of the cause of these differences, it is important to note that they are less reliable than other fields. Of course, this does not mean that the findings of these areas are invalid, but only highlights the need for further studies.