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Wyszukujesz frazę "Game Studies" wg kryterium: Temat


Wyświetlanie 1-3 z 3
Tytuł:
Story beats in videogames as value-driven choice-based unit operations
Autorzy:
Mochocki, Michał
Koskimaa, Raine
Powiązania:
https://bibliotekanauki.pl/articles/1955354.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
transmedia
narrative
beat
narratology
character
videogames
game studies
Opis:
We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a ‘unit operation’ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 5-31
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Prototype worlds of video games
Autorzy:
Alejski, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/1955355.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Game studies
synthetic ecologies
media design
Buckminister Fuller
prototype worlds
Opis:
In this paper the author analyzes the phenomenon of prototype worlds – synthetic environments of simulators, video games and other types of software – used to conduct experiments at the level of user sensorium, environmental physics and social design. The author presents the evolution of the concept, beginning with Buckminister Fuller’s World Game project, moving through media experiments in the field of game design, and finally presenting contemporary applications (such as a drone pilot training project for the U.S. Air Force) and their implications.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 33-42
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry pamięci. Valiant Hearts: The Great War i My Memory of Us w perspektywie kultury historycznej
Games of Memory. Valiant Hearts: The Great War and My Memory of Us in the perspective of historical culture
Autorzy:
Pigulak, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/1955333.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Valiant Hearts: The Great War
My Memory of Us
historical games
historical culture
collective memory
game studies
Opis:
The paper aims to outline how video games Valiant Hearts: The Great War (Ubisoft Montpellier, 2014) and My Memory of Us (Juggler Games, 2018) use narrative and ludic structures to create commemorative stories about the First World War and the Second World War. The author refer to the concept of historical culture (among others, in Jörn Rüsen’s interpretation) and examine the connections between the two video games focusing on the issue of designers’ intentions (digital games as examples of the commemoration of the past), the genre similarity (2D platform games), the intermedial convergence and the press reception. He discusses the strategy of the cultural agreement between designers and users, analyzes historical narratives as a part of the gameplay, examines relations between the individual and collective’s perspective and characterizes immersion’s mechanisms which reinforce players’ identification with the victims of both wars.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 144-160
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-3 z 3

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