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Wyszukujesz frazę "Game Studies" wg kryterium: Wszystkie pola


Wyświetlanie 1-10 z 10
Tytuł:
Central and Eastern European Game Studies Conference Digital Games Life & Afterlife
Autorzy:
Porubanová, Monika
Powiązania:
https://bibliotekanauki.pl/articles/485044.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
The Central and Eastern European Game Studies Conference 2017 was held in Trnava, Slovakia at the University of Ss. Cyril and Methodius, Faculty of Mass Media Communication on September 28th-30th. It aimed to integrate the community of Central and Eastern European game scholars and professionals and served as a platform for academic exchange and networking. The conference was a continuation of the events hosted by Masaryk University in Brno in 2014, Jagiellonian University in Kraków in 2015, Maria Curie- Skłodowska University in Lublin in 2016.
Źródło:
Acta Ludologica; 2018, 1, 1; 62-63
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Game Studies as a Subject for Academic Approach and Its Significance in Terms of Cultural Heritage
Autorzy:
Švelch, Jaroslav
Kukumbergová, Alexandra
Powiązania:
https://bibliotekanauki.pl/articles/485099.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
Interview with Jaroslav ŠVELCH by Alexandra Kukumbergová
Źródło:
Acta Ludologica; 2019, 2, 2; 72-76
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Punctuated Play: Revealing the Roots of Gamification
Autorzy:
Foxman, Maxwell
Powiązania:
https://bibliotekanauki.pl/articles/2084172.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Foursquare
game design
game studies
gamification
ludology
Opis:
Even at the apex of its hype cycle in the 2010s, game studies scholars and designers derided gamification. This article first explores why gamification inspired such vitriol. It finds the incursion of non-game corporations and entities into the field was a threat to those who fought so ardently to legitimize the profession and promote a more playful or ludic 21st century. The article then delves deeper into the literature of play to redefine what occurs when a player engages with a gamified app, such as the social media application Foursquare. It rescripts their activity as ‘punctuated play’, or when the competition, conflict, glory, and other aspects of traditional play pierce a moment but do not necessarily define it.
Źródło:
Acta Ludologica; 2020, 3, 2; 54-71
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Rise of the Cottagecore Game: The Modernity of Digital Gaming and Content Consumption
Autorzy:
Shin, Seunghyun
Powiązania:
https://bibliotekanauki.pl/articles/41307043.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
consumption
cottagecore
digital games
game studies
Marxism
modernity
Opis:
The main aim of this article is to demonstrate that contemporary gamers commit to a political nature of consuming digital game contents to facilitate cultural renewal. In illuminating how the rise of the cottagecore game at the turn of the 2020s has not only been driven by this cultural renewal but also intensified its major trajectories, the study contradicts critical assertions about the inimical relationship between gaming and real life which still remains in mainstream culture. This study aims to continue advancing the practice of game theorists who have shifted academic interest to the relevance of the digital game as a medium by conceptualizing the practice of enjoying a digital game as ‘consumption’ in the fashion defined by K. Marx. Building upon what might be termed an open-world game suggested a contradicting concept of playing a digital game, this study takes Harvest Moon as one of the early examples which inspires the swarming number of cottagecore games in the late 2010s and Stardew Valley and Animal Crossing as representatives of the rise of the cottagecore game, the study will illustrate how the rise of the cottagecore game reveals modernity of contemporary gamers who share a vision of digital game as a uniquely positioned medium for imagining a better world and themselves and, subsequently, facilitating a shift in cultural attitudes in a politically progressive manner.
Źródło:
Acta Ludologica; 2022, 5, 2; 4-17
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Perception of the Higher Education in Digital Games by Slovak High School Students
Autorzy:
Fichnová, Katarína
Mago, Zdenko
Lenghart, Patrik
Powiązania:
https://bibliotekanauki.pl/articles/52482757.pdf
Data publikacji:
2022-12-20
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Attitudes
Digital Games
Game Studies
High School Students
Higher Education
Perception
Opis:
The gaming sector is currently, with about 3 billion gamers worldwide, one of the best developing segments in society, not negatively affected even by the COVID-19 pandemic. As the interest in working in this sector increases, so does the interest in higher education in this field. Although the first steps in establishing game studies on the academic grounds date back to the 1980s, this study field institutionalization beginnings can be talked about since 2000 with occurring the ludology definition and the emergence of the first game-oriented scientific journals. Despite the difficult start, in the present, studying digital games is not so limited, partial as well as full degree study programs appear at universities all around the world, but high school graduates are often not aware of these options, even in their nearest surroundings. The study aims to identify the level of awareness of the possibilities within higher education in the field of digital game studies and to determine the attitudes of potential future university students to this field of education in Slovakia that in recent years has significantly eliminated the gap between the level of the Slovak and the Western (or world) gaming sector after the fall of the Iron Curtain. In the study, the authors respond to the three main problems via research completed with a representative sample of respondents. Data show that the level of awareness about these study options if is insufficient, but not lower than the awareness about other study programs. The discovered attitudes are of little consistence and their valency tends from neutral to slightly negative. However, statistics show that respondents perceive the study program of digital gaming as potentially pleasant and at the same time, there is a significant correlation between playing digital games and displaying positive attitudes towards potential studying of the field in the target group.
Źródło:
Media Literacy and Academic Research; 2022, 5, 2; 95-109
2585-8726
2585-9188
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Games and Utopia
Autorzy:
Kłosiński, Michał
Powiązania:
https://bibliotekanauki.pl/articles/1202463.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
game studies
magic circle
utopia
utopian studies
utopianism
video games
Opis:
The main theme of my article is the relationship between virtual worlds of video games and the concept of utopia. I aim to present a wide variety of different definitions and theories of utopia, which seem indispensable in order to further the relationship between video game and virtual reality research and the multitude of utopian studies discourses. The thesis starts with a short recollection of Alexander Galloway’s thesis on video games and utopias from his article on World of Warcraft which I am trying to supplement with some of the most interesting contemporary utopian studies research. The core of the article focuses on sketching an alternative proposal which includes a variety of definitions of utopia and utopianism. My aim is to introduce precise and useful notions which could be further utilized in game analysis and game research.
Źródło:
Acta Ludologica; 2018, 1, 1; 4-14
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
We Write in Other People’s Blood: Troubling the Body Politics and Disability Representation of Yakuza O
Autorzy:
Loh, Adeline
Powiązania:
https://bibliotekanauki.pl/articles/41316430.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
body politics
digital games
disability studies
game studies
gender
narrative
Yakuza 0
Opis:
This paper takes Yakuza 0, a retrospective prequel and standalone entry to the Yakuza digital game franchise from Japan, as a case study for disabled feminine bodies vis-à-vis their male counterparts in game narratives. Of note is Makimura Makoto, a downtrodden Chinese-Japanese woman experiencing post-traumatic psychogenic blindness, who serves as the unwitting kingpin of the yakuza’s schemes. This paper posits that a reading of the game’s narrative (as supplemented by its gameplay mechanics) through the critical lens of disability studies offers a more affective and recuperative understanding of the game’s treatment of its marginalised characters. This paper first seeks to intervene in the game’s embodied and gendered power dynamics by attending to the body politics of its fictitious criminal underworld. Correspondingly, this paper troubles the game’s presentation of disability as a gendered performance, wherein feminine bodies disproportionately experience the material consequences and trauma of their disabilities, framed as pivotal narrative movements that spur the game’s male protagonists forward. Ultimately, this paper works towards a more empathetic reading of Yakuza 0 as a roadmap for how the franchise and digital games at large can address disability as a compounding, ever-evolving relational condition in addition to its physical and/or mental dimensions.
Źródło:
Acta Ludologica; 2024, 7, 1; 38-49
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Gamification of Conspiracy: QAnon as Alternate Reality Game
Autorzy:
Davies, Hugh
Powiązania:
https://bibliotekanauki.pl/articles/2150905.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
alt-right
alternate reality games
conspiracy
dark play
game studies
post truth
QAnon
Opis:
This article takes a ludological approach to QAnon and investigates the conspiracy phenomenon as an Alternate Reality Game. Drawing extensively on media reportage of QAnon and reviewing its discussion in the domains of digital culture, media scholarship and game studies, connections between the QAnon conspiracy movement and digital game rhetorics in far-right online spaces are highlighted, with attention to the notions of Gamification and Dark Play. Exploring the intersection of digital game cultures, online conspiracy movements and political extremism, this paper invites scholarly attention to various aspects of QAnon from the fields of games studies and play studies. With the QAnon phenomenon highlighting the significant political impact and import of games culture, this paper shows that the field of ludology has much to offer a range of researchers in interpreting the motivations and meanings of the online communities from which QAnon emerged.
Źródło:
Acta Ludologica; 2022, 5, 1; 60-79
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A Tragedy at the Ends of Time: Applying Aristotle’s Poetics to The Last of Us Part II
Autorzy:
Torabi, Sina
Powiązania:
https://bibliotekanauki.pl/articles/41314887.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Aristotle
catharsis
digital game studies
hamartia
narrative
Poetics
The Last of Us Part II
tragedy
Opis:
Digital games have come a long way since their origins as pure entertainment and can no longer be easily brushed aside as a frivolous pastime. The past decade or so has seen the introduction of many narrative-intensive games that take the joy of watching a great story unfold and combine it with a sense of agency in the audience, in this case, the player, thus giving us a new form of dramatic narrative. Despite the seeming appropriateness, however, attempts at conjoining Aristotle’s Poetics to digital game scholarship have been contentious. This paper aims to show that there is great merit in viewing narrative games through the lens of the terms and mechanisms discussed by Aristotle, more specifically his outlining of the ground rules for the desired form of tragedy. Additionally, a more indepth definition of words like hamartia, catharsis, and mimesis and their application will show the appropriateness of such a method in arguing for the artistic and aesthetic worth of this new medium that is known for obfuscating the more familiar structures of other narrative forms. To support the argument, the paper relies on recent digital game discourse and uses Naughty Dog’s award-winning, and highly contentious game, The Last of Us Part II, to demonstrate how it fits the mould designed by Aristotle and why it deserves the title of tragedy.
Źródło:
Acta Ludologica; 2024, 7, 1; 4-17
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Establishing New Genres in Digital Games: The Auto Battler Case Study
Autorzy:
Buček, Silvester
Kobetičová, Martina
Powiązania:
https://bibliotekanauki.pl/articles/485075.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
auto battler
core mechanics
digital games
game typologies
genres studies
modding
Opis:
The paper discusses the criteria about how one can establish if a group is a new genre. It distinguishes between two main lines of thinking about genre in general – content and discourse. Both lines have two things to discuss. For content it is similarities and differences in mechanics, and for discourse it is commercial and social purpose of the use of new categories. The case studies then show how this can be applied to the rising auto battler class. There are 7 core mechanics in games that are similar, but every game differs in small details from others. The discourse in the social and commercial sphere has appeared over a short time period, and the adoption of the new genre by the gaming community was therefore fast. The bottom line of the text is that using rigid categories for discussions about digital games cannot focus only on rigid criteria, but also on context.
Źródło:
Acta Ludologica; 2020, 3, 1; 46-66
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-10 z 10

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