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Wyszukujesz frazę "Game Studies" wg kryterium: Temat


Wyświetlanie 1-2 z 2
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:
Interactivity and Audiovisuality of Computer Games. A Three-level Model of a Computer Game as Interaction
Autorzy:
Wałaszewski, Zbigniew
Powiązania:
https://bibliotekanauki.pl/articles/45203819.pdf
Data publikacji:
2023-10-16
Wydawca:
Akademia Pedagogiki Specjalnej im. Marii Grzegorzewskiej. Wydawnictwo APS
Tematy:
computer games
video games
interaction
interactivity
audiovisuality
model
ludology
game studies
Opis:
The article presents an updated model of playing a computer game as the user’s interaction with its system, taking into consideration audiovisuality as the fundamental channel for computer-human communication. Interactivity is an inherent property of computer games, which clearly distinguishes them from other kinds of games: it is therefore a defining feature of computer games. On the other hand, audiovisuality is a necessary characteristic, following from the communication between the computer and its user, taking place mainly in the channel of synchronized image and sound, which is dominant in human perception. The point of departure for the model development is an analysis of human interaction with the machine which runs the game system; in the model, there is a dynamic change from interactivity of a computer game to a human being’s interaction with the computer while playing, which makes it possible to fully account for the complexity of the situation of playing a computer game. The presented model combines the ludic aspect of a computer game (interactive entertainment) with the capacity to convey messages (an audiovisual cultural text), and from a commmunicative perspective, it unambiguously assigns a human being the role of the subject using a computer game.
Źródło:
International Journal of Pedagogy, Innovation and New Technologies; 2023, 10(1); 124-138
2392-0092
Pojawia się w:
International Journal of Pedagogy, Innovation and New Technologies
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

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