Digital games, as one of today's most effective new media narrative environments, transform audiences from passive recipients into interactive experiencers. This study examines Hideo Kojima's Death Stranding (2019) as a visual communication plane in which cinematic aesthetics are reproduced in a digital environment. The main objective of the study is to reveal how the use of light, colour, and atmosphere in the game structures the emotional messages conveyed to the player. In this context, the game's visual language was examined within the framework of the ‘thermal dramaturgy’ model proposed and used in the research. Twenty-three key scenes representing the game's narrative flow were analysed using a Python-based image processing library (OpenCV), and the RGB colour intensities and visual heat values of the scenes were converted to numerical data. The algorithmic data confirm that cold (blue/grey) colour codes symbolise ‘isolation and uncertainty’. In contrast, warm (amber/orange) colour codes symbolise ‘connection and hope’ as part of a systematic communication strategy. The study reveals that the atmosphere in new media environments is a visual communication tool that can be measured using computational methods.
No takes yet. Share an insight, caveat, or question.
Onur Aşkın (2025) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: