Informacja

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

Wyszukujesz frazę "Game Studies" wg kryterium: Wszystkie pola


Wyświetlanie 1-5 z 5
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:
Wieczne teraz? Analiza temporalności gier komputerowych
An Eternal Now? An Analysis of Temporality of Computer Games
Autorzy:
Cielecka, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/28409016.pdf
Data publikacji:
2014
Wydawca:
Polska Akademia Nauk. Instytut Sztuki PAN
Tematy:
gry komputerowe
narracja
game studies
video games
narrative
Opis:
W ostatnich dekadach gry komputerowe zdołały wyswobodzić się z ograniczeń chronologicznych narracji oraz koherentnego czasu, jakimi były obarczone w początkach swego istnienia. Obecnie stanowią materiał plastyczny i podatny na wszelkie eksperymenty wiążące się z tematem temporalności, zarówno ze względu na mechanizmy przejęte od starszych mediów, jak i liczne mechanizmy pozwalające im na przekroczenie ludzkich doświadczeń i wyobrażeń na temat czasu. Gry zaczęły nie tylko w pełni korzystać z retrospekcji i prolepsis, ale również wytwarzać wirtualne symulacje, w których upływ czasu drastycznie różni się od tego doświadczanego w codziennym życiu. Tekst Magdaleny Cieleckiej podsumowuje stan badań dotyczących temporalności gier komputerowych oraz ukazywania tej problematyki w samych grach w oparciu o tytuły reprezentujące innowacyjne struktury temporalne.
In recent decades computer games have managed to emancipate themselves from the constraints of chronological narratives and coherent time, which they were burdened with at the beginning of their existence. Currently they are a flexible medium, susceptible to any experiments involving the theme of temporality, because of mechanisms adopted from older media, and numerous mechanisms permitting them to go beyond human experiences and notions of time. Games not only make use of retrospection and prolepsis, but also produce virtual simulations, in which the passage of time is dramatically different from the one experienced in everyday life. Magdalena Cielecka’s article summarises the state of research on the temporality of computer games and the way this issue is portrayed in games, in particular through games representing innovative temporal structures.
Źródło:
Kwartalnik Filmowy; 2014, 86; 171-182
0452-9502
2719-2725
Pojawia się w:
Kwartalnik Filmowy
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:
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:
Gra bliskości czy obcości
A Game of Closeness or Alienation
Autorzy:
Poliszczuk, Jarosław
Powiązania:
https://bibliotekanauki.pl/articles/1890610.pdf
Data publikacji:
2021-09-22
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
autho
narrative
memories
modern history
text
time
Slavic studies
Opis:
Mykhailo Nayenko’s book of memoirs Озон зарубіжжя (Ozone of Abroad) is about author’s journeys to different countries and cultures. Mykhailo Nayenko is a well-known professor, who runs literary researches from the early 1980th for today. The book presented in the review, shows how academic landscape of Ukraine and Eastern Europe was changing after the collapse of Soviet Union. We can also notice some changes in author’s consciousness too as he tried to find his own place in the world without strict borders, in the conditions of free thoughts and possibility of speaking without censorship.
Źródło:
Poznańskie Studia Slawistyczne; 2021, 20; 349-359
2084-3011
Pojawia się w:
Poznańskie Studia Slawistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-5 z 5

    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