JOURNAL OF ARTS https://journals.gen.tr/index.php/arts <p style="text-align: justify;"><strong><em>Journal of Arts</em></strong> <em>(E-ISSN 2636-7718 &amp; Doi Prefix: 10.31566)<strong> </strong></em>is an<strong> </strong>international refereed journal which started to be published in April 2018. The journal aims to include original papers in different art fields. In this framework, high quality theoretical and applied articles are going to be published. The views and works of artists, academicians, researchers and professionals working in all fileds of arts are brought together. The articles in the journal is published <strong>4</strong> times a year; <em>WINTER (January), SPRING (April), Summer (July), AUTUMN (October). Journal of Arts is a <strong> </strong>free of charge, electronic and open access journal. </em>The<span class="apple-converted-space"> </span><a href="http://www.doidestek.com/"><strong>DOI number</strong></a><span class="apple-converted-space"> (<em>Doi Prefix: </em>10.31566) </span>is assigned to all the articles published in the journal.</p> <p> </p> en-US <p> <em>When the article is accepted for publication in the </em><em>Journal of Arts</em><em>, authors transfer all copyright in the article to the </em><em>Rating Academy </em><em>Ar-Ge Yazılım Yayıncılık Eğitim Danışmanlık ve Organizasyon Ticaret Ltd. Şti</em><em>.</em><em>The authors reserve all proprietary right other than copyright, such as patent rights. </em></p> <p><em>Everyone who is listed as an author in this article should have made a substantial, direct, intellectual contribution to the work and</em><em> should take public responsibility for it.</em></p> <p><em>Th</em><em>is paper contains works that have </em><em>not previously published or not under consideration for publication in other journals. </em></p> <p> </p> jarts.editorial@gmail.com (Buse Azlağ) jarts.editorial@gmail.com (Cumali YAŞAR) Tue, 20 Feb 2024 00:45:20 +0300 OJS 3.3.0.13 http://blogs.law.harvard.edu/tech/rss 60 Memorization and forgetting experiences of theater actors: A study on the relationship between memory and performance https://journals.gen.tr/index.php/arts/article/view/2338 <p>In theatre, flawless stage performances are essential, and actors' memorization and forgetting experiences play a crucial role. This research investigates theater actors' experiences and perceptions of memorizing and forgetting their lines, examining the connection between these memory experiences and representation practices. Using a quantitative approach with surveys as the primary data collection method, the study focuses on actors participating in the 2022-2023 theater season in Turkey, with a sample size of 322 actors selected from this universe. The majority of actors think that the ability to memorize lines varies greatly between individuals. Differences of opinion exist among actors regarding the memorization of monologues and dialogues, with most actors finding dialogues more difficult to memorize. It is a common belief among actors that accumulated experience is associated with a reduced tendency to forget lines. During rehearsals, actors often use a variety of memorization techniques to minimize the risk of forgetting lines, believing that adequate rehearsal time reduces the likelihood of forgetting. Factors such as educational attainment, experience, age, and gender contribute to differences in actors' perspectives on the memorization and forgetting processes. Notably, actors with academic training from specialized academies tend to more readily embrace memorization techniques. Experience level is identified as a pivotal determinant in how actors evaluate their inclination to forget lines. Actors with limited experience tend to hold the belief that their propensity for forgetting lines will decrease with accumulating experience, while actors with five or more years of experience exhibit a more ambiguous stance on the matter.</p> Yiğit Kocabıyık Copyright (c) 2024 Holistence Publications http://creativecommons.org/licenses/by/4.0 https://journals.gen.tr/index.php/arts/article/view/2338 Tue, 20 Feb 2024 00:00:00 +0300 Architectural reflections in western painting https://journals.gen.tr/index.php/arts/article/view/2357 <p>The interaction between Painting and Architecture is a multifaceted concept that dates back centuries and maintains its importance. Paintings containing representations of architectural elements in Western Painting from the Renaissance to the present day, and the ways in which their artists handled these architectural forms, are discussed chronologically in this article. The depictions of architectural forms in paintings, which have been observed to have transformed into a language of symbolism with various meanings from rationality to spirituality, from ancient times to today’s art, have been examined with approaches ranging from formalism to universal archetypes. Examples from the works of painters such as Raphaello Sanzio, Il Canaletto, Hubert Robert, Claude Monet, Giorgio de Chirico, Ludwig Meidner, Iain Macnab, David Hockney were discussed. Literature scanning and work review methods were used in the article.</p> Güliz Baydemir Copyright (c) 2024 Holistence Publications http://creativecommons.org/licenses/by/4.0 https://journals.gen.tr/index.php/arts/article/view/2357 Tue, 20 Feb 2024 00:00:00 +0300 Representation of mothers in independent digital games https://journals.gen.tr/index.php/arts/article/view/2248 <p>The purpose of this study is to examine how independent digital games portray maternal roles in terms of gender stereotyping. To achieve this, firstly gender roles and maternal representation will be discussed, followed by elements of digital game design and their relationship to narrative and gameplay, with a specific focus on Roguelike games. Finally, gender roles and stereotypes in independent digital games will be analyzed using a sample obtained from the period between 2013 and 2023. Roguelike games are digital games that offer mechanics similar to the 1980 game “Rogue.” Rogue is a turn-based, procedurally generated dungeon exploration game with ASCII graphics and permadeath mechanics. Games that draw inspiration from Rogue’s unique mechanics and incorporate some of these features are referred to as Roguelike or Roguelite games. The typical mechanics of this game genre have become popular game design elements among independent game developers in recent years. Due to the genre’s distinctive narrative and gameplay relationship and the widespread interest it has generated, a qualitative content analysis on games that feature meaningful maternal representation from a sample of Roguelike games published between 2013 and 2023 has been conducted. The sample consists of three digital games that belong to the Roguelike genre and feature maternal representation: Hades (2020), Children of Morta (2019), and The Binding of Isaac: Rebirth (2014). These three games were examined with a focus on the role of the maternal character in the narrative, the narrative relationship between the mother and the playable character, and the playability of the maternal character. The findings of the study reveal that there are different representations of mothers in independent digital games, including the obedient mother (Children of Morta), the monster mother (The Binding of Isaac), and the lost mother (Hades). This suggests that while there may be gender stereotyping in the representation of mothers in independent digital games, there is a wide variety of representations among indie games.</p> Zeynep Burcu Kaya Alpan Copyright (c) 2024 Holistence Publications http://creativecommons.org/licenses/by/4.0 https://journals.gen.tr/index.php/arts/article/view/2248 Tue, 20 Feb 2024 00:00:00 +0300 The role of digitalization in today’s art: A perspective from NFT and artificial intelligenc https://journals.gen.tr/index.php/arts/article/view/2291 <p>Digital technologies have increased our ability to process images. Artists in the past had fewer tools at their disposal to create their artworks. There is a revolution in art today thanks to development of computer technologies. Activities of artists using new technological tools that emerge with digitalization can be defined as digital art. All branches of art where art and technology combine are within the scope of digital art. The main difference between traditional art and digital art is the medium where the artwork is created. In traditional art, a musician uses a musical instrument to display his work, or a painter produces his work with canvas and brush. In digital art, this occurs using technological devices. Many applications, from digital graphic arrangements to video installations, from virtual realities to artificial intelligence applications, fall within the scope of digital art.</p> <p>This article's goals are to investigate how technology has affected art throughout history and to look at how digital art is created and sold. In this article, the impact of artificial intelligence on today's art and artists will be examined. NFTs, another controversial artwork of today, will be focused on and information will be given about the variants of these new technologies in today's art. Literature review and compilation were chosen as the method. According to the findings, artists who closely follow technological developments are the pioneers of the digitalization and dissemination of art. With the evolution of artificial intelligence from its first applications to the present day, artificial intelligence has now turned into a productive tool that can produce works that have never existed before, beyond being just an algorithm. In addition, it has been observed that, thanks to NFTs, digital art can escape the authority of art institutions, create its own autonomous space in a decentralized environment, and present itself as a digital asset open to everyone.</p> Kerem Düzenli, Nazım Ziya Perdahçı Copyright (c) 2024 Holistence Publications http://creativecommons.org/licenses/by/4.0 https://journals.gen.tr/index.php/arts/article/view/2291 Tue, 20 Feb 2024 00:00:00 +0300