This series centers on the computer screen — a new space of reality introduced to childhood with the rise of the digital world in the 2000s. It explores how video games became more than just entertainment, transforming into narrative structures shaped by myths, fairy tales, and the archetypes built by popular culture. It focuses on how roles such as the hero, the savior, the enemy, or the criminal settled into young minds at a time when identity was still forming, and how these roles left lasting marks.
In digital simulations, violence often appears as a tool. Destruction becomes a condition for progress. Harm has no consequence. Ethics are redefined according to the rules of the game. The series questions how these structures were internalized in childhood and how they later seeped into the individual’s value system. In “Point and Click” , we see children drawn into the screen. These figures invite the viewer not only into a nostalgic past but also into the way that past was shaped and how the story began. As the game’s narratives unravel, the invisible presence of the player reopens the conversation between control and identity.
“The fields I never” saw moves away from the digital and turns toward images of nature. Greenery, animals, and pastoral landscapes become visible. But these images are less about nature itself and more about its representation. Nature is no longer something we experience; it’s something we consume as a nostalgic object. At the same time, the series examines the narrative structures shaped by digital games, the traces they leave on childhood memory, and the way they still connect to the present. It suggests that the roles offered by games don’t stay on the screen; they leak into our real lives, reshaping how we relate to the world and to the values we build our civilization on.
2025 - Melda Yaramış
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