Informacja

Drogi użytkowniku, aplikacja do prawidłowego działania wymaga obsługi JavaScript. Proszę włącz obsługę JavaScript w Twojej przeglądarce.

Wyszukujesz frazę "Games" wg kryterium: Temat


Tytuł:
Tekstowe gry przeglądarkowe – nowa płaszczyzna gier fabularnych
Browser text games – a new field for role-play
Autorzy:
Nowaczek, Karolina
Powiązania:
https://bibliotekanauki.pl/articles/648759.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
role-play
text games
browser games
interner
creating public image
Opis:
The article addresses the subject of text-based browser games belonging to the RPG genre. The characteristic feature of this game type is its social aspect and a greater level of immersion. Role-playing games have adapted to new technologies using the new media – the Internet and web browsers – as a gaming platform. Consequently, it has become possible to overcome the temporal and spatial barriers. The article examines a game session as the interactive negotiation of meaning, a phenomenon distinct from the fictional game time, and character creation as a form of creating public image.
Źródło:
Acta Universitatis Lodziensis. Folia Litteraria Polonica; 2012, 17, 3; 227-236
1505-9057
2353-1908
Pojawia się w:
Acta Universitatis Lodziensis. Folia Litteraria Polonica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry aksjologiczne a zarządzanie projektem informatycznym
Axiological Games and Information Technology Project Management
Autorzy:
Krupa, Marian
Powiązania:
https://bibliotekanauki.pl/articles/964291.pdf
Data publikacji:
2010-05-15
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
axiological games
project management
Opis:
Every professionally managed project is performed accordingly to precise defined principles, methods and a plan. As well, IT projects, which are major business ventures globally these days, are governed with similar approach. Defining objectives and project framework, selecting resources, drafting schedules are a fundamental skills, which can be taught at every basic business course. It seems to be that it is enough to acquire appropriate knowledge in area of project management to be successful IT manager in spite of the size and the type of the venture. Still, only 16% ERP projects are successful, 84% projects do not meet deadlines and business goals and 78% projects overrun budgets. By paradox, to solve above presented business, economic problem it is necessary to address it by developing axiological research. It is based on the principle that empathy is the third perspective that is build in to the well know Game Theory model which consists of two perspectives: trust and loyalty (Deutsch). In this case, in the process of selecting an appropriate type of the game, between a customer and a vendor, we have to base on a better understanding of needs and axiological profiles on both sites. In other words, if the business goal of the partner is better defined and understood and if it is assumed that the success of one site depends on the other, the final effect, by definition, is almost guaranteed. To achieved that, it is a must for every IT manager to work on developing, the so called business empathy instead of just useless promoting the assertive business philosophy.
Źródło:
Annales. Etyka w Życiu Gospodarczym; 2010, 13, 2
1899-2226
2353-4869
Pojawia się w:
Annales. Etyka w Życiu Gospodarczym
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Computer games as a subject of psychological research – negative and positive aspects of gaming
Autorzy:
Paleczna, Monika
Powiązania:
https://bibliotekanauki.pl/articles/26075420.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
computer games
video games
player
negative and positive aspects
advantages and disadvantages
Opis:
Computer games are an interactive form of entertainment that is popular with younger and younger players. Therefore researchers are actively seeking information on the consequences of pursuing this type of pastime. At the beginning, the researchers’ attention was focused mainly on the negative aspects of gaming. Nowadays, more and more benefits related to this activity are being indicated. In 2014, Granic, Lobel and Engels published an article on the benefits of playing computer games. The researchers focused on four areas: cognitive, motivational, emotional, and social. They wanted to inspire new research on mental health benefits of gaming by pointing to various research reports they selected. This paper aims to present the research directions explored in recent years by researchers who strive to describe the positive and negative consequences of gaming. I present the main directions and examples of research in these areas, highlighting the ambiguity of the current results. Problematic areas related to gaming include aggression and violence, addiction, weakening of social relations, experiencing undesirable emotions, sexualization, racial prejudice, and racial discrimination. The indicated opportunities and benefits are the strengthening of cognitive, motor, emotional, and social competences.
Źródło:
Replay. The Polish Journal of Game Studies; 2022, 9, 1; 11-41
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wyjątkowość doświadczenia śmierci w artystycznych grach wideo
The uniqueness of the experience of death in art video games
Autorzy:
Strużyna, Hanna
Strużyna, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/973179.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
art games
death
video games
Jason Rohrer
Anna Anthropy
Tale of Tales
Opis:
Video games present different meanings of death than those conditioned by social and cultural contexts. Most games treat the motif of death instrumentally. Therefore, death is usually a norm and a rule in typical video games. However, art games present a different sense of death, one that defies its conventional meanings. The article analyses the different presentations of death in three art games: "Passage" (Rohrer, 2007), "The Graveyard" (Tale of Tales, 2008) and "Queers in Love at the End of the World" (Anthropy, 2013). These productions prove that video games are an excellent medium to offer players a deep emotional experience, which can also encourage taking a fundamental and more profound reflection on the meaning of life and death.
Źródło:
Replay. The Polish Journal of Game Studies; 2015, 02
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Atlantyda jako mit nie-grecki, czyli o mitach w kulturze popularnej
Is Atlantis still a Greek myth − mythology in popular culture
Autorzy:
Czarcińska, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/967125.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
mythology
popular culture
video games
Opis:
The article focuses on the issue of reception of ancient myths in popular culture. As popular culture is known for vast use of different ancient myths in many productions, the question may be raised, if they can be still named as ‘ancient’. With the example of the drowned peninsula of Orr in Guild Wars video games, which is compared with the Atlantis isle of Plato, the article proves that despite structural similarity of the story, these two are different myths. The myth of Atlantis is shaped by the Greek culture, which is oriented on the past, with strong conviction that the human race is heading towards destruction. The story of Orr reflects immersion in present time and the need to bury the past once and forever. Therefore, popular culture creates its own mythology, which is named as the mythology of popular culture.
Źródło:
Collectanea Philologica; 2015, Numer specjalny
1733-0319
2353-0901
Pojawia się w:
Collectanea Philologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Recenzja książki Joanny Pigulak „Gra w film. Z zagadnień relacji między filmem i grami wideo”, Universitas, Kraków 2022
Autorzy:
Prajzner, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/26072294.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
computer games
cinema
interface
immersion
interactivity
Opis:
What is the relationship between computer games and cinema? Why computer games tend to employ camera movement, shot-selection and framing similar to that used in the cinema? To what extent, though, is it useful to look at games more closely in the light of cinema? These are the central organising questions of Joanna Pigulak’s 2022 monograph Gra w film. Z zagadnień relacji między filmem i grami wideo. The book focuses very much on film-like quality of graphics and genres of computer games and explores the extent to which the tools of film analysis can be applied to them. The book argues persuasively that likeness between cinema and games is the reason for calling games virtual reality, what makes the main framework somewhat debatable. Pigulak’s great strength is in analysing fragments of computer games and demonstrating how differences between cinema and games are allowing for defining new qualities of interactive texts even when fundamentally similar building blocks are involved.
Źródło:
Replay. The Polish Journal of Game Studies; 2022, 9, 1; 59-64
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Establishing the Bank Rates with Using of Statistical Methods
Ustalanie bankowych stóp procentowych z wykorzystaniem metod statystycznych
Autorzy:
Domański, Czesław
Kondrasiuk, Jarosław
Powiązania:
https://bibliotekanauki.pl/articles/905264.pdf
Data publikacji:
2003
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Analytic Hierarchy Process
games with nature
Opis:
In our article we would like to propose some statistical solution to the problem of the changing the rales of bank products (deposits and loans) afler appearing market destabilisation factor such as changing the Central Bank loan rates. Due to the complexity of the problem we will focus on two alternative ways: application of game theory and application of Analytic Hierarchy Process (AHP). We will treat the described problem as a game with nature - with a goal of finding an optimal solution. Showing the application of the AHP method we will propose the use of a procedure based on two semi-dependant AHP models.
W pracy rozważany jest problem ustalania w sposób optymalny bankowych stóp procentowych. Do tego celu wykorzystano metodę optymalizacji wielokryterialnej (Analityczny Proces Hierarchiczny) oraz niektóre procedury teorii gier.
Źródło:
Acta Universitatis Lodziensis. Folia Oeconomica; 2003, 164
0208-6018
2353-7663
Pojawia się w:
Acta Universitatis Lodziensis. Folia Oeconomica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Inclusion of Women’s Boxing in the Olympic Games: A Qualitative Content Analysis of Gender and Power in Boxing
Autorzy:
Tjønndal, Anne
Powiązania:
https://bibliotekanauki.pl/articles/2107169.pdf
Data publikacji:
2016-07-31
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Boxing
Gender
Power
Foucault
Olympic Games
Opis:
This article utilizes Foucault’s theoretical perspective of modern power and constructivist perspectives of gender to examine relations of power and gender in boxing. The aim of this paper is to explore how and in what ways constructions of gender are linked to relations of power in international amateur boxing. Further, what implications the interplay between gender and power might have for female boxers. In order to identify relations of power between men and women in boxing, a series of online texts depicting the process of including women’s boxing in the Olympic Games (2009-2012) is analyzed and discussed. To investigate what implications these gendered power relations might have for female boxers today, AIBA’s recent provisional suspension of the Norwegian Boxing Federation is examined. A content analysis strategy was chosen as my analytical approach (Titscher et al. 2000), where the data material consisted of 67 online texts of which 23 were analyzed in-depth. The analysis of the material illustrates how an attempt to implement feminine outfits for female boxers in the Olympic Games was used as a gender-marking strategy in international boxing. This is further related to power by arguing that AIBA’s need to distinguish female boxers from male boxers was an attempt to make the women adhere to traditional norms of femininity (Hovden 2000; van Ingen and Kovacs 2012). Furthermore, the analysis of the material indicates that men’s boxing is valued as superior to women’s boxing and that these gendered power relations in boxing manifest themselves through their effects on women’s boxing.
Źródło:
Qualitative Sociology Review; 2016, 12, 3; 84-99
1733-8077
Pojawia się w:
Qualitative Sociology Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Brzemię interaktywności – erotyka i seksualność w grach komputerowych
The burden of interactivity – eroticism and sexuality in computer games
Autorzy:
Cielecka, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/973200.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
erotica
sexuality
interactivity
QTE
mainstream games
Opis:
Sexuality tends to find its way through all media, video games included. Yet, in-game erotica rarely varies from safe and tamed ways of depicting sexual intercourse typical of other audiovisual media. Something unique for computer games alone is that the productions containing interactive erotic scenes are very scarce. The aim of this paper is to analyse the most common examples of these, in order to produce a common set of scientific problems, which may form the basis for further research.
Źródło:
Replay. The Polish Journal of Game Studies; 2014, 01
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ogrywając porażkę. Konceptualizacja doświadczenia porażki w groznawstwie
Autorzy:
Kozyra, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/1041939.pdf
Data publikacji:
2019-12-30
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
gry wideo
teoria gier wideo
teoria queer
porażka
video games
video games theory
queer theory
failure
Opis:
Celem artykułu jest przegląd najważniejszych teorii przybliżających zjawisko porażki w grach cyfrowych, a następnie zaproponowanie nowej metody jego opisu. Analizie zostały poddane teoria przepływu autorstwa Mihály Csíkszentmihályi oraz książka Jespera Juula Sztuka przegrywania, w których badacze skupiają się na motywacyjnym aspekcie porażki; opisane przez Iana Bogosta retoryka porażki oraz jej perswazyjna rola; a także podejście reprezentowane między innymi przez Shuen-shinga Lee, Jacka Halberstama oraz Bonnie Ruberg, zwracające uwagę na pozytywne aspekty porażki. Autorka proponuje alternatywną analizę porażki z sześciu różnych perspektyw, opartą na modelu zaangażowania gracza Gordona Calleji oraz łączącą opisywane wcześniej teorie. Celem wypracowanego modelu jest zwrócenie uwagi na różne funkcje spełniane przez mechanizm porażki w grach cyfrowych, które nie ograniczają się jedynie do jej edukacyjnego aspektu.
The aim of the article is to present examples of already existing theories about the experience of failure in digital games and then propose a different approach to it. Firstly, it shows the way Csíkszentmihályi’s flow theory and Juul’s The Art of failure describe the motivational role of failure; then it points out the persuasive aspects of Bogost’s rhetoric of failure used in serious games industry; and lastly Lee’s, Roche’s and Halberstam’s approaches trying to recognize the positive features of failure are examined. The author then introduces six dimensions of failure based on Calleja’s Player Involvement Model. Through them, an alternative way of thinking about failure is proposed, in which the failure is perceived not (only) as an occurrence which needs fixing, but as a possibility for a different experience of gameplay.
Źródło:
Replay. The Polish Journal of Game Studies; 2019, 6, 1; 37-49
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zasady przeciw immersji. Zaangażowanie w narrację i zaangażowanie w system formalny gry
Rules versus immersion: engagement in game’s narrative and engagement in formal system of the game
Autorzy:
Petrowicz, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/973176.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
rules in video games
immersion
engagement
MDA
Opis:
Rules and narratives in video games had a complicated relationship for many years. In game studies this conflict became evident in ludology versus narratology debate, in video game culture critics and players talk about ludo-narrative dissonance. Both of those phenomena express the popular belief that rules and story in videogames oppose each other, that strategic or tactical engagement and narrative immersion cannot coexist in one game. The following article confronts the problem of, supposedly, opposing types of engagement. To understand different aspects of engagement several concepts of immersion are recalled, beginning with those rooted in literary studies by Janet H. Murray, Marie-Laure Ryan and Katarzyna Prajzner, through game specific concept of Laura Ermi and Frans Mäyrä to post-immersion concepts of Gordon Calleja. In the next section of the paper two analyses of specific types of engagement are presented: game formal system engagement in Angry Birds [Rovio Entertainment, 2009] and narrative immersion in The Walking Dead series [Telltale Games, 2012]. The article concludes with a list of mechanical features of a video game that facilitates either engagement in formal system of the game or game’s narrative.
Źródło:
Replay. The Polish Journal of Game Studies; 2015, 02
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
An Experiential Comparative Tool for Board Games
Autorzy:
Chircop, David
Powiązania:
https://bibliotekanauki.pl/articles/682908.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
board games
analysis
comparison
player experience
typology
Opis:
In the field of game studies, contemporary board games have until now remained relatively unexplored. The recent years have allowed us to witness the emergence of the occasional academic texts focusing on board games – such as Eurogames (Woods, 2012), Characteristics of Games (Elias et al. 2013), and most recently Game Play: Paratextuality in Contemporary Board Games (Booth, 2015). The mentioned authors all explore board games from diverse viewpoints but none of these authors present a viable and practical analytical tool to allow us to examine and differentiate one board game from another. In this vein, this paper seeks to present an analytical comparative tool intended specifically for board games. The tool builds upon previous works (Aarseth et al. 2003; Elias et al. 2012; and Woods 2012) to show how four categories – rules, luck, interaction and theme – can interact on different levels to generate diverse gameplay experiences. Such a tool allows to score games objectively and separately in each of the categories to create a combined gameplay experience profile for each board game. Following this, the paper proceeds to present numerous practical examples of contemporary board games and how it can be used from a design perspective and an analytical perspective alike.
Źródło:
Replay. The Polish Journal of Game Studies; 2016, 3, 1; 11-28
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The development of toys and video games with animals: which consequences and signification?
Konsekwencje i znaczenie rozwoju zabawek i gier video ze zwierzętami
Autorzy:
Fontanini, Christine
Stevanovic, Biljana
Powiązania:
https://bibliotekanauki.pl/articles/20693500.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
gender
toys
video games
profession of vet
Opis:
This article attempts to demonstrate that specialized video games concerning animals or animal care, especially for girls, may lead to virtual activities and /or real care of animals, which may later cause some girls to consider a profession in animal care. In order to test our hypothesis, in 2009 we conducted – through the reading of toy-catalogues in supermarkets and toy stores (randomly selected) – a statistical study with the regards to the number of male and female characters shown on the packages of video games (for computers, Nintendo, and television) which were related to animals, horse-riding and/or the profession of veterinarian (vet”), in order to find out if these games were more particularly intended for girls. We completed this study by examining the packaging (i.e. boxes) – their color and the title of the video game. Furthermore, a qualitative analysis was conducted on the characteristics and roles played by boys and girls in the video games examined, in order to determine what roles are assigned to each sex in these games concerning animals.
Źródło:
Acta Universitatis Lodziensis. Folia Sociologica; 2012, 43; 33-47
0208-600X
2353-4850
Pojawia się w:
Acta Universitatis Lodziensis. Folia Sociologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Motives for Playing Video Games in the Context of Time. Results of Empirical Research
Motywy grania w gry wideo w kontekście czasu. Wyniki badań empirycznych
Autorzy:
Mazurkiewicz, Bartosz
Stefańska, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/2127986.pdf
Data publikacji:
2020
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
gry
gry wideo
motywacja graczy
typologia graczy
czas grania
games
video games
players’ motivation
players’ typology
gameplay time
Opis:
Video games are one of the most popular leisure activities. The multitude of games and ways of playing (individually, in a team, online, offline, etc.) allows players to meet their various needs. Thus, from the point of view of game developers, it becomes important to recognise these needs and adapt the product to the expectations of players. Taking the dynamic development of the video game market into account, it seems significant to recognise the players’ motives for spending their time on playing. Therefore, the aim of the article is to identify the players’ motives in terms of the type of need being met and to find an answer to the question whether there is a relationship between the time spent on games and the motives for playing (does the fact that we play longer change the type of need being satisfied?). The text refers to the results of research conducted in April 2020 on a sample of 2,527 players in Poland. The subjects of the study were people who actively played video games – every day or several times a week.
Gry wideo są jedną z najpopularniejszych form spędzania wolnego czasu. Mnogość gier oraz sposobów grania (indywidualnie, zespołowo, online, offline itp.) sprawia, że gracze mogą dzięki nim zaspokajać różne potrzeby. Tym samym z punktu widzenia twórców gier istotne staje się rozpoznawanie tych potrzeb oraz dostosowywanie produktu do oczekiwań graczy. Biorąc pod uwagę dynamiczny rozwój rynku gier wideo, interesujące wydaje się rozpoznanie motywów, którymi kierują się gracze, spędzając czas na graniu. Celem artykułu jest zatem identyfikacja motywów graczy ze względu na rodzaj zaspokajanej potrzeby oraz znalezienie odpowiedzi na pytanie, czy istnieje związek między czasem spędzanym na grach a motywami grania (czy fakt, że dłużej gramy, zmienia rodzaj zaspokajanej potrzeby?). W tekście powołano się na wyniki badań własnych przeprowadzonych wśród graczy w kwietniu 2020 roku, na próbie 2527 graczy w Polsce. Podmiotem badania były osoby, które grają aktywnie w gry wideo – codziennie lub kilka razy w tygodniu.
Źródło:
Replay. The Polish Journal of Game Studies; 2020, 7, 1; 7-26
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Niechcący zrobiłam "Dark Souls" – gry wideo w instytucjach kultury z perspektywy twórcy i groznawcy
Autorzy:
Bakun, Martyna
Powiązania:
https://bibliotekanauki.pl/articles/682880.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
advertgames
gry w instytucjach kultury
projektowanie gier
serious games
kultura instytucjonalna
games in GLAM
game design
marketing in GLAM
Opis:
Innovative technological solutions are becoming more and more popular in cultural institutions. Among such novelties as interactive exhibitions, specially designed applications, virtual tours, and augmented reality there is also a place for video games. This results in the emergence of new groups of game users, which leads to questions about the methods of designing this type of games. Based on her own experience and an analysis of the video game market, the author presents a strategy for designing video games that might be used in promoting cultural institutions. The important point in the analysis is designing engaging games for players usually uninterested in this medium. Elements taken into account include the use of commonly available design rules in the context of the discussed type of games, platform selection, choice of aesthetics, designing of mechanics, and testing.
Innowacyjne rozwiązania technologiczne cieszą się coraz większą popularnością w instytucjach kultury. Oprócz interaktywnych wystaw, specjalnie zaprojektowanych aplikacji, wirtualnych spacerów i rozszerzonej rzeczywistości wykorzystywane są także gry wideo. Skutkuje to wytworzeniem się nowych grup odbiorców gier, co skłania do zadawania pytań na temat metod projektowania produkcji tego typu. Autorka na podstawie własnych doświadczeń oraz analizy badań rynku gier wideo przedstawia propozycję strategii projektowania gier wideo na potrzeby promocji instytucji kultury. Analizie zostają poddane kwestie projektowania angażujących gier dla odbiorców zazwyczaj niezainteresowanych tym medium. Uwzględniane są takie elementy jak zastosowanie powszechnie dostępnych reguł projektowania w kontekście omawianego rodzaju gier, wybór platformy, dobór estetyki, projektowanie mechaniki i przeprowadzanie testów.
Źródło:
Replay. The Polish Journal of Game Studies; 2017, 4, 1; 7-18
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł

Ta witryna wykorzystuje pliki cookies do przechowywania informacji na Twoim komputerze. Pliki cookies stosujemy w celu świadczenia usług na najwyższym poziomie, w tym w sposób dostosowany do indywidualnych potrzeb. Korzystanie z witryny bez zmiany ustawień dotyczących cookies oznacza, że będą one zamieszczane w Twoim komputerze. W każdym momencie możesz dokonać zmiany ustawień dotyczących cookies