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Wyszukujesz frazę "Hurajová, Anna" wg kryterium: Autor


Wyświetlanie 1-3 z 3
Tytuł:
Becoming a Video Game Artist: From Portfolio Design to Landing the Job
Autorzy:
Hurajová, Anna
Powiązania:
https://bibliotekanauki.pl/articles/485127.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
John Pearl is a design director and principal artist at Gunfire Games. Over the past 17 years, he has worked in different positions including for example, character art director or technical art director, which enabled him to work with a number of different styles and genres of games while in these positions. He is one of the founders of Gunfire Games and the author of the Darksiders Franchise including the recent Darksiders II: Deathinitive Edition. Not being a researcher involved in truly academic research, the author´s ambition was to write a bo k that would be “a testament of the community within the games industry of people who want to see others succeed.” The video games industry is a growing industry. With more people getting into gaming there is a greater demand for talented artists to construct video games. John Pearl knows this well because he is a concept artist with long experience.
Źródło:
Acta Ludologica; 2018, 1, 1; 60-61
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Educating for Good Character: from Critical Thinking to Intellectual Character Virtues
Autorzy:
Hurajová, Anna
Hladíková, Vladimíra
Powiązania:
https://bibliotekanauki.pl/articles/2150822.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Character Education
Moral Education
Virtue Epistemology
Intellectual Virtues
Critical Thinking
Opis:
Life in the 21st century has presented people with unprecedented appeals and ethical challenges which are nowhere more evident than in educational institutions as well as in the online space. A renewed interest in the character as one of the crucial ethical developments is gaining momentum today. Good character is based on the virtues one possesses. We argue that education focused on the cultivation of intellectual virtues such as curiosity, intellectual humility, intellectual autonomy, attentiveness, intellectual carefulness, intellectual thoroughness, openmindedness, intellectual courage and intellectual tenacity are needed for individuals to lead fulfilling lives. At least, growing in intellectual virtues seems to be a valuable and desirable educational aim. This theoretical study strives to make a twofold contribution to the area of knowledge: firstly, it aims to contribute to the area of character and moral education through describing its forms and features; and secondly, it aims to contribute to virtue epistemology by identifying its nature and focus and outlining nine intellectual or epistemic virtues. Further to the second contribution, the study ends by arguing that the intellectual virtue approach and the critical thinking approach both help to cultivate intellectually virtuous critical thinkers.
Źródło:
Media Literacy and Academic Research; 2022, 5, 1; 178-191
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Women in the World of Digital Games: The Case of Slovakia
Autorzy:
Hurajová, Anna
Slezák, Alexej
Hladíková, Vladimíra
Powiązania:
https://bibliotekanauki.pl/articles/41313438.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
eSports
gaming industry
gender
obstacles
stereotypes
women
Opis:
This research paper aims to provide a picture of women’s participation in various positions in the field of digital games in Slovakia, such as creators of game content, women involved in eSports, the gaming industry, casual gamers as well as women working in the field of digital game education. Based on theoretical knowledge and qualitative in-depth interviews with seven women working in various positions in the gaming industry, the women’s positive and negative work experiences, and the problems and obstacles linked to their gender were identified. The research is specifically focused on the situation of women in the gaming industry in Slovakia. The results show that female gamers and streamers face negative behaviour from their fellow players and viewers which may result in an array of negative consequences. Findings also indicate that the low representation of women in some areas of the gaming industry is a consequence of prevailing gender roles in society. Furthermore, women’s participation in eSports and competitive gaming is limited due to toxic meritocracy, prevailing masculinity and sexism.
Źródło:
Acta Ludologica; 2023, 6, 2; 92-115
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-3 z 3

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