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Wyszukujesz frazę "Games" wg kryterium: Wszystkie pola


Tytuł:
Indie games: fenomen niezależnych gier komputerowych
INDIE GAMES - A PHENOMENON OF THE INDEPENDENT VIDEO GAMES
Autorzy:
Garda, Maria B.
Lewandowski, Bartosz
Powiązania:
https://bibliotekanauki.pl/articles/636995.pdf
Data publikacji:
2011
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
COMPUTER GAMES
GAME INDUSTRY
INDEPENDENT COMPUTER GAMES
INDIEWOOD
Opis:
In this essay we elaborate on the phenomenon of independent computer games by comparing it to the independent stream of American cinema - also known as Indiewood. The parallel between the film and gaming industries, that can be observed in the United States, has its roots in the early years of arcade games when the young companies like Atari were bought by media giants like Warner Communications. Having this influence in mind, we investigate the similarities and differences between those two segments of audiovisual media production. To illustrate the argument, we examine the two most prominent indie game titles of the past few years: World of Goo and Braid. In the last part of our article we also try to introduce a more national perspective by describing the situation of independent computer games in Poland
Źródło:
Przegląd Kulturoznawczy; 2011, 1(9); 143-153
1895-975X
2084-3860
Pojawia się w:
Przegląd Kulturoznawczy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Berge equilibrium in discontinuous games
Autorzy:
Deghdak, M.
Powiązania:
https://bibliotekanauki.pl/articles/206586.pdf
Data publikacji:
2014
Wydawca:
Polska Akademia Nauk. Instytut Badań Systemowych PAN
Tematy:
Berge equilibrium
game theory
discontinuous games
abstract games
Opis:
In this paper we consider some classes of abstract discontinuous games, for which the games possessing essential Berge equilibrium are the generic case. We extend the essential Berge equilibrium result from Deghdak (2014) to general abstract games.
Źródło:
Control and Cybernetics; 2014, 43, 3; 439-448
0324-8569
Pojawia się w:
Control and Cybernetics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Games and Utopia
Autorzy:
Kłosiński, Michał
Powiązania:
https://bibliotekanauki.pl/articles/1202463.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
game studies
magic circle
utopia
utopian studies
utopianism
video games
Opis:
The main theme of my article is the relationship between virtual worlds of video games and the concept of utopia. I aim to present a wide variety of different definitions and theories of utopia, which seem indispensable in order to further the relationship between video game and virtual reality research and the multitude of utopian studies discourses. The thesis starts with a short recollection of Alexander Galloway’s thesis on video games and utopias from his article on World of Warcraft which I am trying to supplement with some of the most interesting contemporary utopian studies research. The core of the article focuses on sketching an alternative proposal which includes a variety of definitions of utopia and utopianism. My aim is to introduce precise and useful notions which could be further utilized in game analysis and game research.
Źródło:
Acta Ludologica; 2018, 1, 1; 4-14
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Artists play games
Autorzy:
Pitrus, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/1955339.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
media art
video games
interactivity
interface
Opis:
Andrzej Pitrus discusses complex relationships between the two worlds – art and computer/ games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola’s The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio “Tale of Tales”.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 113-122
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Stackelberg Security Games: Models, Applications and Computational Aspects
Autorzy:
Wilczyński, A.
Jakóbik, A.
Kołodziej, J.
Powiązania:
https://bibliotekanauki.pl/articles/309423.pdf
Data publikacji:
2016
Wydawca:
Instytut Łączności - Państwowy Instytut Badawczy
Tematy:
Bayesian game
game theory
leadership
Nash equilibrium
normal form games
security games
Stackelberg equilibrium
Stackelberg games
Opis:
Stackelberg games are non-symmetric games where one player or specified group of players have the privilege position and make decision before the other players. Such games are used in telecommunication and computational systems for supporting administrative decisions. Recently Stackleberg games became useful also in the systems where security issues are the crucial decision criteria. In this paper authors briefly survey the most popular Stackelberg security game models and provide the analysis of the model properties illustrated in the realistic use cases.
Źródło:
Journal of Telecommunications and Information Technology; 2016, 3; 70-79
1509-4553
1899-8852
Pojawia się w:
Journal of Telecommunications and Information Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Maps in video games - range of applications
Autorzy:
Chądzyńska, D.
Gotlib, D.
Powiązania:
https://bibliotekanauki.pl/articles/92470.pdf
Data publikacji:
2015
Wydawca:
Oddział Kartograficzny Polskiego Towarzystwa Geograficznego
Tematy:
cartography
computer simulators
visualizations in games
video games
virtual world
Opis:
The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
Źródło:
Polish Cartographical Review; 2015, 47, 3; 137-145
2450-6974
Pojawia się w:
Polish Cartographical Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Polsat Games – the new approach to a speciality channel
Polsat Games – nowe podejście do kanału tematycznego
Autorzy:
Ciszek, Przemysław
Powiązania:
https://bibliotekanauki.pl/articles/1364902.pdf
Data publikacji:
2020-12-21
Wydawca:
Uniwersytet Gdański. Wydawnictwo Uniwersytetu Gdańskiego
Tematy:
telewizja
gry wideo
Polsat Games
konwergencja mediów
television
video games
media convergence
Opis:
Video games have been broadcasted on television for several decades, but gaming programs reached their peak at the turn of the 20th and 21st centuries. Their popularity dropped significantly when access to the Internet became popular. Game fans thus gained access to information and film material from video games. Polsat Games is another TV channel in Polsat’s rich offer. It deals with the subject of video games with a strong emphasis on e-sport. In addition to broadcasts about games, documentaries and quasi-documentaries as well as anime series are broadcast on it. The channel has launched its own esports league where players play League of Legends. The channel’s viewers are mostly young men, but its viewership results are not impressive. Internet channels on YouTube and Twitch which Polsat Games provides are more popular than the traditional TV channel, transmitting games live and publishing episodes of gaming shows.
Gry wideo są prezentowane w telewizji już od kilkudziesięciu lat, ale szczyt popularności programów o grach przypadał na przełom XX i XXI wieku. Ich popularność znacząco spadła w momencie, gdy upowszechnił się dostęp do internetu. Fani gier zyskali tym samym dostęp do informacji oraz materiałów filmowych z gier wideo. Polsat Games to kolejny kanał telewizyjny w bogatej ofercie Polsatu. Porusza on tematykę gier wideo z dużym naciskiem na e-sport. Oprócz audycji o grach emitowane są na nim programy dokumentalne i paradokumentalne, a także seriale anime. Kanał uruchomił własną ligę e-sportową, w której zawodnicy grają w League of Legends. Widzami kanału są głównie młodzi mężczyźni, ale wyniki jego oglądalności nie są imponujące. Większą popularnością niż tradycyjny kanał telewizyjny cieszą się internetowe kanały na YouTube i Twitch Polsat Games, które transimtują rozgrywki na żywo, a także publikują odcinki programów publiscystycznych.
Źródło:
Media Biznes Kultura; 2020, 2(9); 193-205
2451-1986
2544-2554
Pojawia się w:
Media Biznes Kultura
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Climate Change Games as an Effective Tool for ESD Practices
Autorzy:
Khalaim, Oleksandra
Powiązania:
https://bibliotekanauki.pl/articles/1390745.pdf
Data publikacji:
2017
Wydawca:
Wyższa Szkoła Bankowa w Poznaniu
Tematy:
climate change education
ecological games
ESD
role playing games
Opis:
Climate change is one of the most acute problems humanity is facing nowadays. At the same time, the school curriculum in Ukraine in most cases does not include up-to-date, practically oriented knowledge about climate change threats. For this reason this study describes examples of well-known climate change games, translated and adaptated for use in Ukrainian schools and aims to analyze role playing games about climate change as a tool that can be used in Education for Sustainable Development (ESD). The article describes 12 games selected from 5 open-access sources (like WWF, Red Cross Climate Centre), which were used in pilot studies conducted in 5 Ukrainian schools in order to estimate their applicability in the school educational program for biological disciplines. The results indicate a significant effect of raising the level of understanding of climate change threats and solutions; the proposed games can efficiently cover the educational gap in this field.
Źródło:
Studia Periegetica; 2017, 17(1); 111-122
1897-9262
2658-1736
Pojawia się w:
Studia Periegetica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
On ”Games and Dynamic Games” by A. Haurie, J.B. Krawczyk and G. Zaccour
Autorzy:
Więcek, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/748451.pdf
Data publikacji:
2013
Wydawca:
Polskie Towarzystwo Matematyczne
Tematy:
game theory, dynamic games, equilibrium
Opis:
Although the title, ''Games and Dynamic Games"  of the new book by Alain Haurie, Jacek B. Krawczyk and Georges Zaccour suggests just another textbook on general game theory, with a little more stress made on dynamic aspect of games, the book appears to be something of novelty both in the scope and the treatment of the material. From the very first chapters of the book, it is clear that we will not be given another standard course of game theory, and that the dynamics of games will be the main issue. It starts with the simplest treatment of game dynamics, which is the extensive form of the game, and, having defined and explained the basic notions of static game theory, progresses to more complex dynamic models. Those start with deterministic repeated games, continue with variable state discrete time (or multistage) dynamic games and deterministic differential (that is, continuous time) games, and finish with stochastic models extending the ones presented before. Each part presents in a self-contained and comprehensive way, the main notions and solution concepts (such as open- and closed-loop strategies, Nash and correlated equilibria, subgame-perfectness, using threats to improve the performance of the equilibrium strategies) and theoretical results. It complements them with a number of economic applications, presented in detail. These applications relate to many fields of interest of economists, such as exploitation of renewable resources, environmental and energy issues, macroeconomics and finance. Each chapter ends with a set of excercices and a {\it game engineering} part, where a detailed presentation of a real-life application of some relevant game model is presented. Just this part is a novelty in the game-theoretic literature, as it shows to what extent the game-theoretic models can be applicable. Although the book presents the mathematical tools to model the situations of conflict in a rather rigorous way, it is clear that its target reader is someone with a background in economics or managemant science rather than mathematics. All the basic mathematical concepts used in the book are carefully explained, with those more complex ones (which appear in the latter chapters of the book) approached mainly through examples and intuitions. I believe this is a good decision of the authors, as in that way it makes the book really accessible to its potential readers. In fact, even though the tools (even those most advanced) of dynamic game theory have now been for many years used to model the economic interactions, surprisingly there has not been a single textbook addressed to more advanced students and researchers in economics and management science, presenting the state-of-art in the theory and applications of dynamic games in a comprehensive way. Those already existing required mathematical expertise well beyond what one could expect from typical economics/management students, and could not serve as textbooks for this type of readers. Moreover, those existing books concentrated without exception on some particular classes of dynamic games (such as differential games and their subclasses, stochastic games, repeated games). The book of Haurie, Krawczyk and Zaccour fills well the existing gap.Another important advantage of the book is its stress made not only on theoretical concepts and their adoption in real-life models, but on computation issues. The authors present a host of techniques to compute the solutions to the considered games either symbolically or numerically. They also provide information about software that can be used to solve similar games. Also the examples presented in game engineering sections are not abstract. They are based on real data, and issues of the credibility of the solutions obtained is discussed.The clarity of the exposition of often complicated topics is in general a big advantage of the book, although in latter chapters this clarity is sometimes unfortunatelly lost. The best example is the part about games over event trees with a confusing introduction concerning game with finite action sets and then the whole chapter concerning games with continuous ones. Also the last chapter, about stochastic-diffusion games, seems not very well conceived, as it jumps forth and back between an example and some more general considerations, leaving the reader confused about the generality of what is presented. These are certainly minor problems, but unfortunatelly there are other, more upseting issues. In general, it seems that the manuscript was not proofread carefully enough. The number of typos is enormous (the errata added to the book enumerates just a small fraction). Also some other faults, such as references to the colors on one of the figures, which is in black and white (p. 187), self-contradicting sentences like ''We use $\beta$ for a discount factor because we use $\beta$ to denote a strategy'' (p. 233), faults in references between chapters of the book (p. 372, footnote on p. 419) could have been easily eliminated if the book was properly proofread. What is worse though, is that there are also some more serious mistakes: one of the assumptions of the Kakutani fixed point theorem is missing, $\epsilon$-Nash equilibrium in Lemma 10.1 should be $A\epsilon$-equilibrium. And finally---it seems that most of the section 11.6.1 is missing from the manuscript. This significantly reduces the value of the book. Nevertheless, although I believe that all these errors should make the reader more cautious when reading the book, they do not unmake its main quality, which is acquainting all those interested in describing some real-life multi-agent economic situations in a rigorous way with the theory which provides the tools for doing it.
Źródło:
Mathematica Applicanda; 2013, 41, 1
1730-2668
2299-4009
Pojawia się w:
Mathematica Applicanda
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry i „gry” w zarządzaniu zasobami ludzkimi (Games and “Games” in Human Resource Management)
Games and “Games” in Human Resource Management
Autorzy:
Balcerak, Alicja
Powiązania:
https://bibliotekanauki.pl/articles/598903.pdf
Data publikacji:
2015-04-15
Wydawca:
Instytut Pracy i Spraw Socjalnych
Tematy:
grywalizacja
gra serio
gra
gamification
serious game
game
Opis:
Zarówno grywalizacja, jak i gry serio znajdują zastosowanie w zarządzaniu zasobami ludzkimi. Gry serio powstały jako próba wykorzystania potencjału dostrzeżonego w grach. Chociaż promotorzy grywalizacji przyznają, że wykorzystuje ona tylko wybrane strukturalne i techniczne elementy gier, to jednocześnie sugerują, że grywalizacja dziedziczy potencjał gier, zwłaszcza dotyczący motywacji. Gra jest zjawiskiem złożonym, którego właściwości mają charakter emergentny i nie można ich przypisywać wybranym elementom. Zbadano, w jakim stopniu kluczowe cechy gier są zachowane w grach serio i w zabiegach grywalizacyjnych. Pokazano, że podczas gdy gra serio dziedziczy większość walorów gier, to grywalizacja nie może legitymizować swojego potencjału pokrewieństwem z grami.
Both gamification and serious games find application in the management of human resources. Serious games emerged as an attempt at utilizing the potential perceived in games. In spite of the fact that the promoters of gamification admit that it only uses selected structural and technical gaming elements, they simultaneously suggest that gamification has inherited the potential of games, especially with respect to motivation. A game is a complex phenomenon whose properties are emergent in character and cannot be assigned to selected elements. The degree to which the key qualities of games have been preserved in serious games and in gamification efforts is examined. It has been shown that in as much as the serious game inherits most of the qualities of games, gamification cannot legitimize its potential by its game heritage.
Źródło:
Zarządzanie Zasobami Ludzkimi; 2015, 2015 2(103) Gamifikacja/Grywalizacja (Gamification); 35-47
1641-0874
Pojawia się w:
Zarządzanie Zasobami Ludzkimi
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Formy tekstowości w grach wideo
Forms of Textuality in Video Games
Autorzy:
Wójcik, Tomasz
Powiązania:
https://bibliotekanauki.pl/articles/520062.pdf
Data publikacji:
2016
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
video games
game studies
poetics of video games
poetics
Opis:
Reviewed book: Piotr Kubiński, Gry wideo: Zarys poetyki, Kraków: Universitas 2016, ISBN: 97883-242-2788-4
Źródło:
Creatio Fantastica; 2016, 3-4(54-55); 59-62
2300-2514
Pojawia się w:
Creatio Fantastica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Games as a tool for teaching English vocabulary to young learners
Autorzy:
Gruss, Janina
Powiązania:
https://bibliotekanauki.pl/articles/1182909.pdf
Data publikacji:
2016
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
English teaching
classification of games
definition of lexis
definition of vocabulary item
functions of games
games
vocabulary
young learner
Opis:
The purpose of the thesis is to analyse the issue of vocabulary teaching with the use of games and plays. The main aim of the paper is to examine the effectiveness of the use of games in vocabulary teaching. Chapter one, first of the two theoretical chapters, defines basic terminology related to vocabulary. It is based on research literature, and it focuses on the understanding of ‘vocabulary’ and ‘the word’, provided by various researchers. Chapter one also reports the role of L1 in the language teaching, and an impact of the corporal studies, on the development of the vocabulary teaching practices. Chapter two provides the definition and classification of games. Games have been divided in terms of their structure, function, the use and the required L1 proficiency of the students. The Chapter presents the way teachers introduce games during their lessons, and highlights the factors that contribute to choosing games by the teachers. Moreover, certain possible dangers resulted from playing games have been presented in the Chapter two. Detailed analysis of research literature confirmed previous hypothesis that games constitute a crucial element of teaching English in young children. The empirical Chapter provides the description of three games used for teaching English, and compares their effectiveness. The games have been tested on different age groups. The thesis ends with the conclusions on the theoretical and empirical chapters.
Źródło:
World Scientific News; 2016, 53, 2; 67-109
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Schelling games, Kuran dominos and electoral coalitions. Non-standard game-theoretic models of collective action
Autorzy:
Kaminski, Marek
Powiązania:
https://bibliotekanauki.pl/articles/1198726.pdf
Data publikacji:
2015
Wydawca:
Akademia Leona Koźmińskiego w Warszawie
Tematy:
collective action
non-cooperative games
partition function
Schelling’s games
Kuran’s games
Mancur Olson
Opis:
Non-cooperative games such as the Prisoner’s Dilemma, Stag Hunt, Asymmetric Coordination and others are primary tools used for modeling collective action. I consider formal models that are close cousins of such standard games: Schelling’s games, Kuran’s dominos and partition function form games. For certain empirical problems, each of these formalisms may have advantages over standard games. Among the benefi ts there are mathematical simplicity, more intuitive depiction of represented phenomena, and better operationalizability. I formalize all three models and prove simple existence theorems for two of them. The detailed examples of applications include vaccination, unpredictability of revolutions, and electoral coalitions.
Źródło:
Decyzje; 2015, 24; 91-105
1733-0092
2391-761X
Pojawia się w:
Decyzje
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Comparing two ways of measuring the power of party members in simple majority voting games
Autorzy:
Ekes, M.
Powiązania:
https://bibliotekanauki.pl/articles/206089.pdf
Data publikacji:
2011
Wydawca:
Polska Akademia Nauk. Instytut Badań Systemowych PAN
Tematy:
simple majority voting games
games with a priori unions
composite games
Shapley-Shubik index
Owen index
Opis:
We examine two approaches to the problem of measuring the voting power of individuals in a voting body with an a priori coalition structure by means of the Shapley-Shubik index. In order to analyze this question we apply games with a priori unions and composite games. We compare these two approaches basing on voting games with 100 voters and different coalition structures and present our conclusions.
Źródło:
Control and Cybernetics; 2011, 40, 4; 1189-1208
0324-8569
Pojawia się w:
Control and Cybernetics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Digital Games as a Cultural Phenomenon: A Brief History and Current State
Autorzy:
Rokošný, Ivan
Powiązania:
https://bibliotekanauki.pl/articles/485133.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
arcade games
digital games
game industry
history
portable consoles
Opis:
Digital games are one of the biggest cultural phenomenon of our time. From the first primitive devices, throught milestones of age, which inherited cultural status, to the newest technology – every part has its own meaning and proves that humans are playful creatures. But in digital games lies much greater potential, which can be used outside of the gaming industry, because games have an irredeemable place in the majority of the population. In current times we can even talk about gaming society and the author of this overview study sees his goal to process the historical development of digital games, analyse its current state and therefore this study could serve as the theoretical framework for further exploration, such as the future development of this area.
Źródło:
Acta Ludologica; 2018, 1, 2; 48-61
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Serious Games and Board Games Versus Cultural Changes
Gry poważne i gry planszowe a przemiany kulturowe
Autorzy:
Lickiewicz, Jakub
Hughes, Patricia Paulsen
Makara-Studzińska, Marta
Powiązania:
https://bibliotekanauki.pl/articles/1038323.pdf
Data publikacji:
2020-12-20
Wydawca:
Akademia Ignatianum w Krakowie
Tematy:
gry poważne
gry planszowe
gry wideo
proces edukacyjny
przemiany kulturowe
serious games
board games
video games
educational process
cultural changes
Opis:
The impact of computer games on human functioning has become the subject of many studies and scientific reports. With the development of technology, games have transcended boards and become part of the video entertainment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertainment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.
Wpływ gier komputerowych na funkcjonowanie człowieka jest przedmiotem wielu badań i doniesień naukowych. Wraz z rozwojem technologii gry wykroczyły poza ramy konwencji planszowych i stały się częścią przemysłu medialnego i rozrywkowego. Postęp technologiczny nie oznacza jednak końca tradycyjnych gier. Jest tylko kwestią czasu, zanim strategie i zachowania typowe dla gier komputerowych rozprzestrzenią się na inne dziedziny życia społecznego. Ponieważ gry cieszą się tak dużą popularnością, współcześni pedagogowie odkrywają, że uczniowie łatwo angażują się w gry edukacyjne. Artykuł objaśnia aspekty gier poważnych (SG), które definiuje się jako gry cyfrowe wykorzystywane do celów innych niż rozrywka. Niniejszy tekst zakreśla obszary, w których gry mogą być wykorzystywane w procesie edukacyjnym, ich skuteczność oraz kontrowersje związane z ich wykorzystaniem.
Źródło:
Perspektywy Kultury; 2020, 30, 3; 257-270
2081-1446
2719-8014
Pojawia się w:
Perspektywy Kultury
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Restoration, Reflection, and Nostalgia for the New in Yakuza Kiwami and Final Fantasy VII Remake
Autorzy:
Neill Hoch, Indira
Powiązania:
https://bibliotekanauki.pl/articles/2150914.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
Final Fantasy VII Remake
nostalgia
remade games
remastered games
retro games
Yakuza Kiwami
Opis:
This study applies concepts of restorative and reflective nostalgia to ‘remake’ titles for eighth-generation consoles (here, PlayStation and PlayStation 2 titles remade for the PlayStation 4). Retro-game scholarship has considered 8 and 16-bit titles and fan practices through the concept of nostalgia since the mid-2000s. However, increasingly AAA game publishers have begun to remake and remaster more recent games. Given the potential for nostalgia to be either an oppressive or resistive set of interactions between object-game and subject-player, this paper analyses how restorative and reflective nostalgia is manifested throughout the narrative and gameplay mechanics of Yakuza Kiwami and Final Fantasy VII Remake, alongside players’ and digital game journalists reactions to the titles. This study utilizes a qualitative analysis of the remade titles, user comments from the E3 trailers posted to YouTube for each game, and digital game popular press articles to approach nostalgic reactions. Ultimately, the potential for both modes of nostalgia coexist as each of these titles are consumed and exist alongside other consumer goods.
Źródło:
Acta Ludologica; 2021, 4, 2; 62-77
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry a wzajemność
Games and reciprocity
Autorzy:
Łukaszyński, Janusz
Powiązania:
https://bibliotekanauki.pl/articles/422577.pdf
Data publikacji:
2013
Wydawca:
Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Tematy:
games
reciprocity
principle of reciprocity
Opis:
This paper presents the issue of reciprocity in the context of games. Reciprocity is one of the central problems of numerous concepts explaining social relations. It starts from the ancient principle of reciprocity (do ut des − I give that you may give) and end with contemporary theories of interactionism, theories of social exchange or the philosophy of the meeting. What is common in various concepts of games is a condition of reciprocity. The principle of reciprocity holds a prominent position in various concepts of games. There are various concepts of reciprocity and various concepts of principle of reciprocity. Regarding concepts of games, the principle of reciprocity may be expressed as the norms of the social life inducing the people to symmetrical behavior.
Źródło:
Nauki Społeczne; 2013, 2 (8); 210-226
2080-6019
Pojawia się w:
Nauki Społeczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Odmienność, awangarda i gry wideo: recenzja książek Video Games Have Always Been Queer oraz The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games
Queerness, avant-garde and video games: a book review of Video Games Have Always Been Queer and The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games
Autorzy:
Krzywdziński, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/1600162.pdf
Data publikacji:
2020-12-23
Wydawca:
Uniwersytet Gdański. Wydawnictwo Uniwersytetu Gdańskiego
Opis:
Recenzja książek Video Games Have Always Been Queer oraz The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games
  Book review of Video Games Have Always Been Queer and The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games
Źródło:
Ars Educandi; 2020, 17; 161-166
2083-0947
Pojawia się w:
Ars Educandi
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Airport interval games and their Shapley value
Lotniskowe gry przedziałowe i ich wartość Shapleya
Autorzy:
ALPARSLAN GÖK, Sırma Zeynep
BRANZEİ, Rodica
TİJS, Stef
Powiązania:
https://bibliotekanauki.pl/articles/907537.pdf
Data publikacji:
2009
Wydawca:
Politechnika Wrocławska. Oficyna Wydawnicza Politechniki Wrocławskiej
Tematy:
cooperative interval games
concave games
airport games
cost games
interval data
kooperatywne gry przedziałowe
gry wklęsłe, gry lotniskowe
gry kosztowe
dane przedziałowe
Opis:
This paper deals with the research area of cooperative interval games arising from airport situations with interval data. The major topic of the paper is to present and identify the interval Baker–Thompson rule.
Praca dotyczy gier kooperacyjnych opisujących sytuacje występujące na lotniskach, gdzie dane są przedziałowe. Głównym celem pracy jest przedstawienie i identyfikacja przedziałowych zasad Bakera–Thompsona, służących do rozwiązywania problemu opłat lotniskowych dla samolotów lądujących na lotniskach z jednym pasem startowym, gdzie koszt użycia pasa startowego jest nieustalony. Dla takich gier lotniskowych podany jest dowód zgodności pomiędzy alokacją przedziałową Bakera–Thompsona a wartością Shapleya. Pokazano, że zasady przedziałowe Bakera–Thompsona zastosowane do dowolnej sytuacji lotniskowej z danymi przedziałowymi prowadzą do alokacji, należącej do przedziałowego jądra odpowiedniej przedziałowej gry lotniskowej. Zdefiniowano oraz podano niektóre charakterystyki takich wklęsłych gier przedziałowych. Dowiedziono wklęsłości lotniskowych gier przedziałowych oraz użyto tej właściwości do alternatywnego dowodu stabilności przedziałowej alokacji Bakera–Thompsona.
Źródło:
Operations Research and Decisions; 2009, 19, 2; 9-18
2081-8858
2391-6060
Pojawia się w:
Operations Research and Decisions
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Dialog w grach poważnych
Dialogue in serious games
Autorzy:
Filipczyk, Grzegorz
Powiązania:
https://bibliotekanauki.pl/articles/591044.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
Dialog w grach
Gry poważne
Sztuczna inteligencja
Artificial intelligence
Dialogue in games
Serious games
Opis:
Gry – a szczególnie gry poważne – coraz chętniej wykorzystywane są w organizacjach. Realistyczne zachowanie postaci niezależnych w grach poważnych jest jednym z kluczowych aspektów decydujących o pozytywnym odbiorze gry przez jej uczestników. Celem artykułu jest przedstawienie kwestii związanych z wykorzystaniem metod sztucznej inteligencji w sterowaniu zachowaniem postaci niezależnych – w sterowaniu dialogiem. W artykule oprócz przedstawienia genezy gier poważnych dokonano przeglądu literatury związanej z organizacją dialogu w grach poważnych.
Games, especially serious games, are more and more willingly used in organizations. Realistic behaviour of independent characters in serious games is one of the key aspects determining the positive reception of the game by its participants. The aim of the article is to present issues related to the use of artificial intelligence methods in controlling the behaviour of independent characters – dialogue control. In the article, apart from the presentation of the genesis of serious games, a review of literature related to the organization of dialogue in serious games has been carried out.
Źródło:
Studia Ekonomiczne; 2018, 368; 67-75
2083-8611
Pojawia się w:
Studia Ekonomiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
DIGITAL GAMES FOR ENGLISH CLASSROOMS
Autorzy:
Sardone, Nancy B.
Devlin-Scherer, Roberta
Powiązania:
https://bibliotekanauki.pl/articles/955818.pdf
Data publikacji:
2010
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
digital games
CALL
Opis:
This article describes the games played and highlights reactions of preservice teachers and their students. In addition, suggested ways inservice teachers can use games in the current curriculum are included.
Źródło:
Teaching English with Technology; 2010, 10, 1; 35-50
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Asymptotic nash equilibria in discounted stochastic games of resource extraction
Autorzy:
Balbus, Łukasz
Powiązania:
https://bibliotekanauki.pl/articles/453664.pdf
Data publikacji:
2013
Wydawca:
Szkoła Główna Gospodarstwa Wiejskiego w Warszawie. Katedra Ekonometrii i Statystyki
Tematy:
Nonzero-sum stochastic games
capital accumulation problems
re-source extraction games
Nash equilibrium
Opis:
A class of two person nonzero-sum nonsymmetric stochastic games of capital accumulation/resource extraction is considered. It is shown that the Nash equilibrium in the discounted games has a limit when the discount factor tends to 1. Moreover, this limit is an epsilon-equilibrium in the discounted game with sufficiently large discount factor.
Źródło:
Metody Ilościowe w Badaniach Ekonomicznych; 2010, 11, 1; 167-88
2082-792X
Pojawia się w:
Metody Ilościowe w Badaniach Ekonomicznych
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Necessary conditions for linear noncooperative N-player delta differential games on time scales
Autorzy:
Martins, Natália
Torres, Delfim
Powiązania:
https://bibliotekanauki.pl/articles/729242.pdf
Data publikacji:
2011
Wydawca:
Uniwersytet Zielonogórski. Wydział Matematyki, Informatyki i Ekonometrii
Tematy:
delta differential games
dynamic games on time scales
Opis:
We present necessary conditions for linear noncooperative N-player delta dynamic games on an arbitrary time scale. Necessary conditions for an open-loop Nash-equilibrium and for a memoryless perfect state Nash-equilibrium are proved.
Źródło:
Discussiones Mathematicae, Differential Inclusions, Control and Optimization; 2011, 31, 1; 23-37
1509-9407
Pojawia się w:
Discussiones Mathematicae, Differential Inclusions, Control and Optimization
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Psychological Analysis of Games Citizens Play
Autorzy:
Petrovska, Inha
Powiązania:
https://bibliotekanauki.pl/articles/18733360.pdf
Data publikacji:
2023
Wydawca:
Fundacja Pro Scientia Publica
Tematy:
games
roles
transactional analysis
citizen
state
Opis:
Aim. The research aim is to present the most common games citizens play, a description of the main game theses and roles, psychological gains and rewards, paradigms of relations between the citizen and the state, which determine the emergence of the game, as well as opportunities to quit the game. Methods. To achieve the goal, a system of general scientific methods was used: analysis and generalisation of the main provisions of source studies regarding citizenship and the social role of the citizen, systematisation and generalisation of scientific provisions about games, as well as methodological provisions of Berne's transactional analysis. Results. 43% of Ukrainian citizens engage in "game" interaction with the state. The most common games citizens play are: "Persecution" ("The state oppresses me"), "Offended" ("If it wasn’t for this state…"), "Parasite" ("The state owes me and should keep me"), "Patriot" ("Only I love Ukraine, all others are traitors"), "Exemplary citizen" ("I perform my civic duties better than anyone"). Conclusions. Implementation of the role of a Citizen can lead to both constructive relations with the state and surrogate relations, which lead to various psychological games-manipulations. The developed system of psychological consulting practices for the prevention of civic identity "game" deformations can be used in the process of psychological support of civic identity formation in the development of complex training, and corrective activities, as well as in the educational process when creating programs of civic education and the development of civic competencies.
Źródło:
Journal of Education Culture and Society; 2023, 14, 2; 213-226
2081-1640
Pojawia się w:
Journal of Education Culture and Society
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
‘Is This a Joke?’: The Delivery of Serious Content through Satirical Digital Games
Autorzy:
YI, Sherry
Powiązania:
https://bibliotekanauki.pl/articles/485050.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
game-based learning
informal learning
satire
serious games
Opis:
Games that utilize satire have largely been unexplored despite their potential to be used as learning supplements or tools to foster conversations around difficult large-scale topics. To what game genre do these games belong, and what are the uses and benefits for learning from such games? In this exploration study, we examine six popular and culturally relevant digital games (5 directly, 1 indirectly) utilizing satire as part of their narrative and gameplay. The range of games covers topics such as global overpopulation, the use of artificial intelligence for surveillance, and the process of mass capitalist production and the manner of its consumption. Satirical digital games serve both the purposes of serious games and entertainment games, pointing to the problematic connotations of the term serious games. It is suggested that the name satirical games is used to describe digital games created for entertainment with underlying political messages and to make a statement and/or commentary on society. Satirical games have potential as powerful learning tools to help facilitate discussion around difficult topics about society’s functions and practices. Future studies should examine additional digital game titles that rely on satire in their narrative and gameplay and investigate the relationship between satire and its role in the learning goals of the games.
Źródło:
Acta Ludologica; 2020, 3, 1; 18-30
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Świat przedstawiony w przygodowych grach planszowych
The Diegetic World in Adventure Board Games
Autorzy:
Zielińska-Nowak, Kamila
Powiązania:
https://bibliotekanauki.pl/articles/2014906.pdf
Data publikacji:
2021
Wydawca:
Komisja Nauk Filologicznych Polskiej Akademii Nauk, Oddział we Wrocławiu
Tematy:
board games
adventure games
diegetic world
game mechanics
theatre
Opis:
The article presents the ways in which the diegetic world is built in adventure board games: 1) material components attached to the game, 2) game mechanics and rules and 3) co-creating history by players during the game. The article shows how the decisions of players influence the story and through that – the diegetic world. For the purpose of the article, I analysed elements of adventure board games and conducted an online survey among players to check what elements create the diegetic world. Their answers confirmed my findings regarding the adventure board games.
Źródło:
Academic Journal of Modern Philology; 2021, 12; 261-278
2299-7164
2353-3218
Pojawia się w:
Academic Journal of Modern Philology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Violence Hates Games? Revolting (against) Violence in Michael Haneke’s <i>Funny Games U.S.</i>
Autorzy:
Kisiel, Michał
Powiązania:
https://bibliotekanauki.pl/articles/626496.pdf
Data publikacji:
2020
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
Haneke
violence
affect
brutality
Funny Games
cinema
Opis:
Violence Hates Games? Revolting (against) Violence  in Michael Haneke’s Funny Games U.S. Abstract: This article aims at exploring Haneke’s Funny Games U.S. as a protest against violence employed in the mainstream cinema. Satisfying compensatory needs of the spectators, constructing their identities, and even contributing to the biopolitics of neoliberalism, proliferating bloodthirsty fantasies put scholars in a suspicious position of treating them as either purely aesthetical phenomena or exclusively ethical ones. Haneke’s film seems to resist such a clear-cut binary; what is more, it contributes immensely to the criticism of mainstream cinematic violence. Misleading with its initial setting of a conventional thriller, Haneke employs absurd brutality in order to overload violence itself. The scenes of ruthless tortures are entangled in the ongoing masquerade, during which swapping roles, theatrical gestures, and temporary identities destabilize seemingly fixed positions of perpetrators and their victims, and tamper with the motives behind the carnage. As I would argue, by confronting its spectators with unbearable cruelty devoid of closing catharsis, Funny Games deconstructs their bloodthirsty desire of retaliation and unmasks them as the very reason for the violence on screen. Following, among others, Jean-Luc Nancy and Henry A. Giroux, I would like to demonstrate how Haneke exhausts the norm of acceptable violence to reinstate such a limit anew.
Źródło:
Review of International American Studies; 2020, 13, 1; 183-196
1991-2773
Pojawia się w:
Review of International American Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Media Literacy in Digital Games
Autorzy:
Škripcová, Lucia
Powiązania:
https://bibliotekanauki.pl/articles/2150836.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Critical Thinking
Digital Games
Game Literacy
Media Literacy
Opis:
The article focuses on aspects of media literacy in digital games and seeks to answer the question whether digital games can develop players' media competences and, if so, in which areas. The article points out the positive aspects of the player's immersion in digital games as a way to develop competencies without the player realizing it. Through a qualitative content analysis with a focus on media competences, it offers an extensive list of games and the competences found in them. The research included 32 digital games from 1997 to 2022. The decisive criterion was the presence of any media in the game (print, radio, television, internet, advertising, music, etc.) with which the player can interact – i.e. use them (read, listen, watch) or create other media products through them. At the same time it distinguishes between the use of media as a supplementary or entertainment element in games and media work as a direct determinant of the further development of the story or gameplay. The article concludes that digital games can indeed teach media competence without the player realising it, but that this has its limits.
Źródło:
Media Literacy and Academic Research; 2022, 5, 1; 131-140
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
That Dragon, Cancer – dokument osobisty w formie gry komputerowej
That Dragon, Cancer – a personal documentary in the form of a video game
Autorzy:
Król, Justyna
Powiązania:
https://bibliotekanauki.pl/articles/923084.pdf
Data publikacji:
2018-04-26
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
That Dragon
Cancer
Ryan Green
Amy Green
Josh Larson
non-fiction in games
personal games
not-games
failure in games
vignette games
documentary and games
personal documentary
Our curse
Tomasz Śliwiński
Dys4ia
Anna Anthropy
Michaël Samyn
Sim
Opis:
The article focuses on the That Dragon, Cancer, a computer game created by Amy and Ryan Green, which is about their son Joel’s disease and subsequent death. It analyses the means used to tell the story and deliver the emotions of the game’s authors: documentary elements and means of expression exclusive to the game medium (conscious use of failure, a form based on vignette games). It addresses the contexts of personal documentaries, their self-therapeutic aspect, and the phenomenon of “not-games” and “personal games”.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2017, 21, 30
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gra w Orwella
Playing Orwell video games
Autorzy:
Kłosiński, Michał
Powiązania:
https://bibliotekanauki.pl/articles/1039308.pdf
Data publikacji:
2019-12-06
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Utopia
dystopia
Orwell
interpretation
video games
Opis:
The article presents an interpretation of Orwell video games in context of available analytical tropes in Orwellian research. The paper touches on various problems described by academic readers of Nineteen Eighty-Four and tries to answer the question whether games provide innovations in the way they problematize socio-political issues in comparison to Orwell’s classic novel. In the introductory part, the author discusses the possibility of utilizing the notion of critical dystopia in the analysis of Orwell video games. The following chapters touch on the subject of cultural references, realistic styles, biopolitics and class representations.
Źródło:
Przestrzenie Teorii; 2019, 31; 39-70
2450-5765
Pojawia się w:
Przestrzenie Teorii
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Czytanie gier, gra w czytanie
Reading Games, Playing Reading
Autorzy:
Kulesza-Gulczyńska, Barbara
Powiązania:
https://bibliotekanauki.pl/articles/1365860.pdf
Data publikacji:
2017-08-12
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
ludology
video games
immersion
poetics of video games
ludologia
gry video
immerja
poetyka gier wideo
Opis:
W swojej książce Gry wideo. Zarys poetyki Piotr Kubiński umiejętnie zachowuje równowagę pomiędzy porównywaniem szczególnego zjawiska, jakim są gry wideo, do innych sztuk i próbą opisu nowego fenomenu z wykorzystaniem niektórych tradycyjnych kategorii, a podkreślaniem ich znaczącej odrębności oraz cech charakterystycznych. Poszukując adekwatnych narzędzi badania nowego zjawiska, autor wieloaspektowo analizuje rozmaite przykłady, rozpatrując takie kategorie, jak immersja, emersja oraz graficzny interfejs użytkownika. Porusza także problem związków gier wideo z innymi gatunkami sztuki, czyniąc to nie tylko w rozdziale temu poświęconym, ale i w całej publikacji. Egzemplifikację wspiera przejrzystym i interesującym materiałem ilustracyjnym. Książka ta wydaje się istotnym elementem w polskich badaniach nad grami wideo, szczególnie ze względu na wprowadzenie i szczegółowe omówienie pojęcia emersji, ale także ze względu na wnikliwe odczytania konkretnych zabiegów artystycznych i tropów.
In his book Gry wideo. Zarys poetyki (Video Games. Outline of Poetics), Piotr Kubiński skilfully maintains a balance between comparing the singular phenomenon that video games represent to other forms of art while attempting to describe a new phenomenon using certain traditional categories, and underscoring their significant individuality and characteristic features. In searching for an adequate tool for studying the new phenomenon, the author analyzes multiple aspects of a variety of examples, examining such categories as immersion, emersion and the graphic interface of the user. He also raises the problem of connections between video games and other genres of art, doing so not only in the section dedicated to such comparisons, but throughout the book. His exemplification is aided by transparent and compelling illustrative material. The book appears to represent an important step forward in Polish studies of video games, particularly in view of the introduction and detailed discussion of the concept of emersion, but also due to the penetrating interpretations of specific artistic solutions and tropes.
Źródło:
Forum Poetyki; 2017, 8-9; 196-203
2451-1404
Pojawia się w:
Forum Poetyki
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:
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:
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 mixed temporal game 1×1 with uncertain actions
Autorzy:
Cegielski, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/748232.pdf
Data publikacji:
1980
Wydawca:
Polskie Towarzystwo Matematyczne
Tematy:
Stochastic games, stochastic differential games
Opis:
.
Author's introduction: "The game solved in the present paper belongs to a class of temporal games whose general model was given by S. Karlin [Mathematical methods and theory in games, programming and economics, Addison-Wesley, Reading, Mass., 1959; MR0111634]. The rules are as follows. There are two opposing players, A and B. Each player has a certain number of actions which he can take in the time interval [0,1]. Neither player knows the number of actions he or his opposer has. Each player knows only the distribution of the number of actions for him and his opponent. More precisely, let k1 denote the number of actions of player A and k2 the number of actions of player B, and let k1 and k2 be independent random variables. The distributions of these random variables are as follows: P(k1=1)=p, P(k1=0)=1−p, P(k2=1)=q, P(k2=0)=1−q, p,q∈(0,1]. The opponent knows only both distributions. Thus player A [player B] knows beforehand that he as well as his opponent has zero or one action with the probability given above. If player A has an action then it is silent, i.e., his opponent does not know the moment when the action is taken. If player B has an action it is noisy, i.e. his opponent knows the moment when the action is taken. As a result of the action the player can win or, equivalently, his opponent can lose. A win can be achieved according to the probability given above. If player A [player B] takes an action at time t, then the probability of winning is equal to P(t) [to Q(t)]. Functions P(t) and Q(t) are called payoff functions. These functions satisfy the following conditions: (1) P(t) and Q(t) are differentiable and P′(t)>0 and Q′(t)>0 for t∈(0,1); (2) P(0)=Q(0)=0, P(1)=Q(1)=1. Both functions are known to the players before the game begins. The game ends when one player wins or when neither wins at time t=1. If only player A wins he obtains the payoff +1 from his opponent, and likewise if only B wins he obtains the payoff +1. In the remaining cases the payoff is equal to zero. Y. Teraoka solved a temporal game 1×1 with uncertain actions [Rep. Himeji Inst. Tech. 28 (1975), 1–8; RŽMat 1976:8 V662]. If in the game, played according to the rules given above, we put p=q=1, then this type of game is a particular case of the game solved by A. Styszyński [Zastos. Mat. 14 (1974), 205–225; MR0351487]. Here we present a solution to a more generalized game in which the first player has n actions. The game defined above can be interpreted as a duel. In the course of an action shots are fired and a win is achieved when the opponent is hit. The payoff function is then called an accuracy function. The duelists do not know beforehand whether the weapons are loaded or accurate. They know only the probability of drawing a loaded weapon. We shall use this interpretation in later sections of the paper. This game can also be viewed as an advertising war. Two enterprises are engaged in an advertising war to win a contract. Here an action can be viewed as setting in motion the advertising machine of the player's company. A win is achieved when the contract is awarded to the player's company as a result of his action. Before the campaign the players do not know whether they will receive funds from their central offices to engage in the advertising war."
Źródło:
Mathematica Applicanda; 1980, 8, 16
1730-2668
2299-4009
Pojawia się w:
Mathematica Applicanda
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Game control methods in avoidance of ships collisions
Autorzy:
Lisowski, J.
Powiązania:
https://bibliotekanauki.pl/articles/259146.pdf
Data publikacji:
2012
Wydawca:
Politechnika Gdańska. Wydział Inżynierii Mechanicznej i Okrętownictwa
Tematy:
marine navigation
safety at sea
safe ship control
optimal control
differential games
positional games
matrix games
computer simulation
Opis:
The paper introduces application of selected methods of a game theory for automation of the processes of moving marine objects, the game control processes in marine navigation and the base mathematical model of game ship control. State equations, control and state constraints have been defined first and then control goal function in the form of payments – the integral payment and the final one. Multi-stage positional and multi-step matrix, non-cooperative and cooperative, game and optimal control algorithms in a collision situation has been presented. The considerations have been illustrated as an examples of a computer simulations mspg.12 and msmg.12 algorithms to determine a safe own ship’s trajectory in the process of passing ships encountered in Kattegat Strait.
Źródło:
Polish Maritime Research; 2012, S 1; 3-10
1233-2585
Pojawia się w:
Polish Maritime Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Translation of Video Games in the Context of Polish Localizations
Autorzy:
Gacek, Damian
Powiązania:
https://bibliotekanauki.pl/articles/601243.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
translation
localization
polonization
video games
Opis:
This article presents the notion of translation in the context of localizations of video games. It introduces a theory as well as analysis of chosen video games and studies the process of translation. The author considers the obstacles which can be encountered by translators, as well as methods which are used in the process of localization. The author analyses games from different genres: Ace Ventura (1997, adventure), Baldur’s Gate (1998, RPG) and Warcraft 3: Reign of Chaos (2002, RTS), where the plot (and as a consequence its translation) is very important. The author studies fragments from these games and tries to explain and critique (if necessary) the choices taken by translators.
Źródło:
New Horizons in English Studies; 2019, 4
2543-8980
Pojawia się w:
New Horizons in English Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
What can digital games teach us about (dominant) masculinity?
Autorzy:
Gałuszka, Damian
Powiązania:
https://bibliotekanauki.pl/articles/2194848.pdf
Data publikacji:
2020-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
digital games
masculinity
representations
gender
avatar
Opis:
Digital games are a medium of constantly growing socio-cultural significance, which strengthens and expands their potential to influence players. Participation in digital games, however, is indirect and thus accomplished through an avatar – a hero, an object or a more abstract structure that allows the player to impose his will in the game world. At the same time, male avatars embody a specific type of masculinity, symbolically affecting the user. This mutual interaction can be of particular importance in shaping the ideas and views around one’s masculinity or its patterns in the cultural and social dimension. In this sense, players learn from games how to be a man. This article constitutes an attempt at capturing the leading types of masculinity among the main protagonists of the most popular digital games. The study shows that many popular games reproduce the stereotypical narratives of dominant masculinity as understood by Zbyszko Melosik. The article contains an attempt at indicating the reasons for this state of affairs and the possible consequences for the players.
Źródło:
Kultura-Społeczeństwo-Edukacja; 2020, 17, 1; 445-465
2300-0422
Pojawia się w:
Kultura-Społeczeństwo-Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
On the comparison of group playing and computer games and their effects on students
Autorzy:
Jamalahdin, Mostafa
Zahra, Mirzaei
Pourkarim, Ameneh
Powiązania:
https://bibliotekanauki.pl/articles/1181439.pdf
Data publikacji:
2017
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
children and adolescents
computer games
group playing
play and games
Opis:
Attention to children and adolescents and their helath status will guarantee the future of health of the society. Games as spirit of childhood and the thing distinguishing children from adulthood is a medium with which the child communicates with the world around. Thus, it is imperative to carry out a research on comparing children's physical games in natural settings and computer games which have recently entered into the children world. In the current research, an all-out comparison between these two games has taken place while examining features and outcomes of physical and computer games. The present research has been conducted in a library form and through examination of relevant books and sources. Upon analyzing evidence and sources, it is concluded that children's play in natural settings free from virtual world is far better than computer games and its positive outcomes are more while less risks are incurred. Moreover, computer games related negative outcomes are greater than positive ones.
Źródło:
World Scientific News; 2017, 72; 670-679
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zarys dziejów i zasady organizacji światowych igrzysk sportowych the World Games
A brief history and principles of the organizational management of The World Games
Autorzy:
Łazorczyk, Magdalena
Głowicki, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/464670.pdf
Data publikacji:
2015-09-30
Wydawca:
Akademia Wychowania Fizycznego we Wrocławiu
Tematy:
The World Games
światowe igrzyska sportowe
Wrocław
International World Games Association
Non-Olympic Sports
Opis:
Background. The article is an introduction to the issues related to the World Games – non-Olympic sports. Inspiration to write this article was the future role of Wroclaw – the host city of the World Games in 2017. The aim of the article was to present the history and principles of non-Olympic sports of the Games, and the popularization and knowledge expansion of topics related to the event. Material and methods. The research material includes documents of the World Olympic Sports – The World Games and the International Association of The World Games (IWGA). Results and conclusions. The World Games are a great event, connecting more and more International Sports Federations, Athletes and Spectators. The World Games are a chance to show niche and new disciplines that may be included in the Olympic program in future. It is also a great sporting event, where the spectators can experience successes and failures of their favorite athletes, cheer for them, and for a while forget the obligations of everyday life and surrender to the magic of sport.
Źródło:
Rozprawy Naukowe Akademii Wychowania Fizycznego we Wrocławiu; 2015, 50; 24-34
0239-4375
Pojawia się w:
Rozprawy Naukowe Akademii Wychowania Fizycznego we Wrocławiu
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Generalized Ehrenfeucht games
Autorzy:
Weese, Martin
Powiązania:
https://bibliotekanauki.pl/articles/1363904.pdf
Data publikacji:
1980
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Źródło:
Fundamenta Mathematicae; 1980, 109, 2; 103-112
0016-2736
Pojawia się w:
Fundamenta Mathematicae
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Games and Toys
Autorzy:
Malíček, Juraj
Powiązania:
https://bibliotekanauki.pl/articles/485117.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
A gorilla is hurling barrels after a plumber. Almost forty years later, I am jumping around the living room, sweating, gasping, doing squats with a hoop in my hands, and thinking if it might be a better idea to exercise normally.
Źródło:
Acta Ludologica; 2020, 3, 1; 84-85
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Games and Gaming
Autorzy:
Rajtová, Magdaléna
Powiązania:
https://bibliotekanauki.pl/articles/526520.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Źródło:
Media Literacy and Academic Research; 2018, 1, 1; 81-83
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Légitimité littéraire de la littérature jeunesse : les Hunger Games de Suzanne Collins
Suzanne Collins’s Hunger Games : Can YA Literature Be Literature?
Autorzy:
Sechin, Anne
Powiązania:
https://bibliotekanauki.pl/articles/1368215.pdf
Data publikacji:
2021-06-29
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
Hunger Games
YA literature
literature
popular culture
Opis:
The Hunger Games trilogy, an international commercial success, enables us to question the relationship between sales records and literary quality as well as to think critically about the literary status of Young Adult Literature. Are there some objective criteria that make it possible to establish a literary status, and can they be applied to Young Adult literature, especially as those works are usually perceived as “popular culture”?
Źródło:
Romanica Silesiana; 2021, 19, 1; 32-41
1898-2433
2353-9887
Pojawia się w:
Romanica Silesiana
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Cancer on the Holodeck: Metaphors and Cultural Construction of a Disease through Digital Games
Autorzy:
Navarro-Sierra, Nuria
Carrillo-Vera, José Agustín
Gómez-García, Salvador
Powiązania:
https://bibliotekanauki.pl/articles/2084171.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
cancer
cultural industries
digital games
serious games
Opis:
A study from the OECD published that Cancer is one of the main causes of mortality in developed societies, with remarkably high prevalence, incidence and mortality rates for both sexes. This study closely examines nine digital games to elucidate how they conceptualize a disease like cancer around a narrative concerning the sickness, patients, treatments and outcomes. Discourse and content analysis techniques were applied to the message contained in the games looking to illuminate the connection between the narrative core, the audio-visual representation and the interactive aspects of the game, within the parameters of values-conscious design applied to digital games. This provides some evidence about the cultural and visual aspects of how game designers conceptualize the disease as a part of society. This research uncovers culturally embedded themes and reveals the prevalence of metaphor use in cancer discourse which relied on science, social support and spiritual convictions for social empowerment, building empathy and identification.
Źródło:
Acta Ludologica; 2020, 3, 2; 4-20
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Funkcja profilaktyczna edukacyjnych gier komputerowych
The prophylactic function of educational video games
Autorzy:
Polcyn, Sylwia
Powiązania:
https://bibliotekanauki.pl/articles/645126.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
video games
education
prophylaxis
Opis:
Polcyn Sylwia, Funkcja profilaktyczna edukacyjnych gier komputerowych [The prophylactic function of educational video games]. Kultura – Społeczeństwo – Edukacja nr 2(14) 2018, Poznań 2018, pp. 127–135, Adam Mickiewicz University Press. ISSN 2300-0422. DOI 10.14746/kse.2018.14.11. The article presents a modern look at computer games asntools and / or teaching aids used for broadly understood educational and didactic purposes at various levels of education. The author focuses mainly on the use of computer games for prophylactic purposes, and especially in counteracting various negative phenomena occurring in cyberspace.
Polcyn Sylwia, Funkcja profilaktyczna edukacyjnych gier komputerowych [The prophylactic function of educational video games]. Kultura – Społeczeństwo – Edukacja nr 2(14) 2018, Poznań 2018, pp. 127–135, Adam Mickiewicz University Press. ISSN 2300-0422. DOI 10.14746/kse.2018.14.11. The article presents a modern look at computer games as tools and / or teaching aids used for broadly understood educational and didactic purposes at various levels of education. The author focuses mainly on the use of computer games for prophylactic purposes, and especially in counteracting various negative phenomena occurring in cyberspace.
Źródło:
Kultura-Społeczeństwo-Edukacja; 2018, 14, 2; 127-135
2300-0422
Pojawia się w:
Kultura-Społeczeństwo-Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Further open problems in cooperative games
Autorzy:
Fragnelli, V.
Gambarelli, G.
Powiązania:
https://bibliotekanauki.pl/articles/406446.pdf
Data publikacji:
2014
Wydawca:
Politechnika Wrocławska. Oficyna Wydawnicza Politechniki Wrocławskiej
Tematy:
cooperative games
values
applications
gry kooperatywne
wartości
aplikacje
Opis:
In 2013, the International Game Theory Review published two special issues on open problems in cooperative games: the first regarding theory and the second applications. In this paper, our aim is to present some problems currently “on our table” that were not included in the two issues mentioned above, either because the topics were too specific or they arose after publication. The problems are divided into theoretical problems, general models that may be applied to different fields and applicative problems.
Źródło:
Operations Research and Decisions; 2014, 24, 4; 51-62
2081-8858
2391-6060
Pojawia się w:
Operations Research and Decisions
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Rodzaje gier użytkowych (serious games) oraz ich zastosowanie w edukacji – opis zjawiska
Kinds of serious games and their use in education – phenomenon description
Autorzy:
Świątek, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/520834.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Pedagogiczny im. Komisji Edukacji Narodowej w Krakowie
Tematy:
serious games
Augmented Reality
gamification of learning
Opis:
The article describes the phenomenon of "serious games", which take different names in the Polish research circle. The main issue of the article is the description of the most important subgenres together with the examples, as well as an attempt to describe the possibilities of using the serious games in education (and in raising the workers' competences), especially in the perspective of increased AR technology availability.
Źródło:
Annales Universitatis Paedagogicae Cracoviensis. Studia de Cultura; 2014, 6, 1 "Edukacja kulturowa. Ujęcie monograficzne"; 95-105
2083-7275
Pojawia się w:
Annales Universitatis Paedagogicae Cracoviensis. Studia de Cultura
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Temporalne aspekty gier cyfrowych
Temporal aspects of digital games
Autorzy:
Kochanowicz, Rafał
Powiązania:
https://bibliotekanauki.pl/articles/1955340.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
digital games
multimodal narratives
time
gameplay
thematization
commercialization
Opis:
Temporal issues related to digital games go beyond the strictly literary or film studies character of the description and implies technological and marketing issues. It can be outlined by referring to the concept of Andrzej Stoff, who analyzed the spatial dimension of the world of the novel (“delineating space”, “creating”, “functionalizing”, “valorising”). Relating these four detailed issues – constituting the basic subject of description, analysis and interpretation – to temporal aspects, it is appropriate to talk about measuring (conventionalizing, relativizing) time, thematizing, functionalizing and valorizing it. Taking into account the above categories, the most typical concretizations of temporal phenomena can be further defined: functional (classic chronometry, clock, server time, time of a running process), gameplay (real time, relativization, quest time, respawn time), thematic concretizations (e.g. retrospection as a compositional dominant of multimodal narratives) and marketing concretizations (commercialization of time).
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 95-111
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Igrzyska olimpijskie w nagłówkach zamknięte
Olympic games in newspaper headlines
Autorzy:
Grochala, Beata
Powiązania:
https://bibliotekanauki.pl/articles/1179681.pdf
Data publikacji:
2017
Wydawca:
Katolicki Uniwersytet Lubelski Jana Pawła II
Tematy:
Igrzyska Olimpijskie
nagłówek
tabloid
Olympic Games
headline
Opis:
Artykuł gromadzi nagłówki z trzech gazet: ogólnotematycznej „Gazety Wyborczej”, specjalistycznego „Przeglądu Sportowego” oraz tabloidalnego „Super Expressu” zapowiadające artykuły dotyczące występów Polaków na wybranych igrzyskach olimpijskich z lat 1988-2016. Ich analiza pozwoliła na wyciągnięcie dwóch podstawowych wniosków – wzrasta zainteresowanie sportem, o czym świadczy dużo większa liczba artykułów poświęcony tej tematyce, jednak w dużej mierze jest to zainteresowanie wydarzeniem ujmowanym jako show, a nie w kategoriach czysto sportowych. Obraz igrzysk w mediach jest dynamiczny, zmierzający ku powszechnej tabloidyzacji.
The article presents newspaper headlines of articles discussing the participation of Polish athletes in Olympic games in the 1988-2016 period. The headlines were extracted from 3 sources: a general daily “Gazeta Wyborcza”, a specialized sports daily “Przegląd Sportowy” and a tabloid “Super Express”. The analysis allowed for two main conclusions: the interest in sports is on the rise (which is expressed by the increasing number of articles being devoted to the topic); however, the Olympics are to a large extend depicted as a show, not as a sports event. The image of the Olympic games in the media is dynamic and increasingly tabloidlike.
Źródło:
Zeszyty Naukowe KUL; 2017, 60, 2; 21-35
0044-4405
2543-9715
Pojawia się w:
Zeszyty Naukowe KUL
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
“Table Talk”: Defining Metadiscourse of Analog Games
Autorzy:
Dashiell, Steven
Powiązania:
https://bibliotekanauki.pl/articles/2150919.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
discourse
game capital
popular culture
sociology
tabletop role-playing games
Opis:
This paper discusses the communication in tabletop role-playing games that we call metadiscourse. Prior study of gaming and the act of play prove that the space is inherently social. However, we speculate that, through metadiscourse, the social aspect of the tabletop role-playing game is central to group cohesion and perpetuation of the gaming subculture. Metadiscourse involves conversation not linked to the current game but could be cordial and relational, critical, or completely unrelated to the game. However, it is an informal conversation that would not occur if there was no game. In metadiscourse there are determinations of gaming capital, or elements of value. Participation in metadiscourse allows an individual to feel included in the game and gaming subculture. However, metadiscourse demonstrates a level of gaming capital through situatedness and affordances that can act as a gatekeeping function for individuals.
Źródło:
Acta Ludologica; 2021, 4, 2; 96-107
2585-8599
Pojawia się w:
Acta Ludologica
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:
Rynek gier wideo i jego uczestnicy
The video game market and its participants
Autorzy:
Krok, E.
Powiązania:
https://bibliotekanauki.pl/articles/108828.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
e-rozrywka
gry wideo
gry komputerowe
gry online
gracze
e-entertainment
video games
computer games
online games
players
Opis:
W artykule dokonano przeglądu firm branży gier wideo w Polsce na tle światowych konkurentów oraz przywołano istotne dane statystyczne umożliwiające rozpoznanie dynamiki i zrozumienie specyfiki tej gałęzi przemysłu. Ponadto na podstawie analizy wyników badań ogólnopolskich oraz własnych autorka przybliżyła potrzeby, oczekiwania i aktualne preferencje drugiej kluczowej grupy uczestników rynku, jakimi są gracze. To ich popyt na e-rozrywkę wygenerował bowiem roczne przychody rzędu 82 mld dolarów w skali globalnej.
The aim of this article is the review of video game industry in Poland and comparison to global competitors. The relevant statistical data were cited, what enable to recognize and understand the nature and dynamics of this branch. In the next part of the article, based on the analysis of the results of nationwide and own researches, the author characterized the needs, expectations and current preferences of the second core group of this market participants, which are the players. Their demand for e-entertainment generated recently in global scale annual revenues of 82 billion dollars.
Źródło:
Studia Informatica Pomerania; 2016, 40, 2; 49-60
2451-0424
2300-410X
Pojawia się w:
Studia Informatica Pomerania
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Notes on topological games
Autorzy:
Yajima, Yukinobu
Powiązania:
https://bibliotekanauki.pl/articles/1363579.pdf
Data publikacji:
1984
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Źródło:
Fundamenta Mathematicae; 1984, 121, 1; 31-40
0016-2736
Pojawia się w:
Fundamenta Mathematicae
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry uliczne
Street Games
Autorzy:
Łysik, Ireneusz
Powiązania:
https://bibliotekanauki.pl/articles/487599.pdf
Data publikacji:
2012
Wydawca:
Akademia Sztuk Pięknych im. Eugeniusza Gepperta we Wrocławiu
Opis:
Having analysed agon behavior on the roads, I would like to reconstruct the elimination of a ludic factor in the process of the development of motorization. Over the century that new invention has changed the world. With the development of infrastructure new laws have been introduced. Since the 19th century the laws and regulations eliminating agon have gradually become more rigorous. The authorities use more control over such behavior and penalization has become stricter – the practice resembles Bentham’s Panopticon.
Źródło:
DYSKURS: Pismo Naukowo-Artystyczne ASP we Wrocławiu; 2012, 13-14; 158-177
1733-1528
Pojawia się w:
DYSKURS: Pismo Naukowo-Artystyczne ASP we Wrocławiu
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Coordination Games with Communication Costs in Network Environments
Autorzy:
Nishizaki, I.
Hayashida, T.
Hara, N.
Powiązania:
https://bibliotekanauki.pl/articles/309301.pdf
Data publikacji:
2010
Wydawca:
Instytut Łączności - Państwowy Instytut Badawczy
Tematy:
communication costs
coordination games
equilibrium
networks
Opis:
In this paper, we deal with a coordination game in a network where a player can choose both an action of the game and partners for playing the game. In particular, a player interacts with players connecting through a path consisting of multiple links as well as with players directly connecting by a single link. We represent decay or friction of payoffs with distance as communication costs, and examine the effect of the communication cost on behavior of players in the game and network formation. We investigate properties of equilibrium networks by classifying the link cost and the communication cost, and show diversity of the equilibrium networks.
Źródło:
Journal of Telecommunications and Information Technology; 2010, 2; 88-98
1509-4553
1899-8852
Pojawia się w:
Journal of Telecommunications and Information Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Energy Expenditure and Intensity of Interactive Video Dance Games according to Health Recommendations
Autorzy:
Polechoński, Jacek
Mynarski, Władysław
Garbaciak, Wiesław
Fredyk, Artur
Rozpara, Michał
Nawrocka, Agnieszka
Powiązania:
https://bibliotekanauki.pl/articles/1030599.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
active video games
energy expenditure
interactive dance video games
Opis:
Backround: The aim of this study was the assessment of energy expenditure (EE) and the intensity of physical activity (PA) of adult women during the interactive dance video game (IDVG) Dance Central on Xbox 360 Kinect in the context of health recommendations. Methods: Twenty eight intentionally selected women (mean ± SD age: 21.8±1.1 years, body height: 167.3±6.1cm, body mass: 59.3±5.9 kg, body mass index: 21.2±1.3) met the inclusion criteria and took part in to the experiment. Heart rate monitor, accelerometer, and pedometer were used as measurement tools. Participants performed the same easy dance routine three times (for a total of 10 min.). Trials consisted of imitating the motions presented by the virtual dancer. Results: The data from accelerometer and heart rate monitor were similar, and indicated the moderate intensity of interactive dance video game (IDVG) Dance Central. However, energy expenditure assessed by pedometer was significantly lower. Conclusion: IDVG Dance Central may be useful in increasing the daily dose of physical activity of adult women and meet the health-related recommendations provided its regular practice.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2018, 24, 4; 35-43
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
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:
Cultural Transfer in Video Games
Autorzy:
Sajna, Mateusz
Powiązania:
https://bibliotekanauki.pl/articles/458691.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Wrocławski. Oficyna Wydawnicza ATUT – Wrocławskie Wydawnictwo Oświatowe
Tematy:
Video-Spiele
Kultur
Lokalisierung
Kulturalisierung
Translation
Inkorporierung
video games
culture
localization
culturalization
translation
Opis:
Kultureller Transfer in Video-Spielen Trotz der immer stärker werdenden Tendenz zur Internationalisierung bedienen sich Spieleentwickler ungern der Titel, die keine kulturellen Bezüge aufweisen. Eigentlich wäre das Schaffen eines solchen Produkts unmöglich. Aus diesem Grunde müssen in einem Spiel, das auf einem anderen Markt herausgegeben wird, unterschiedliche kulturelle Änderungen vorgenommen werden, damit das Spiel von Rezipienten verstanden und angenommen wird. Dieses Problem ist insbesondere am Beispiel von Märkten sichtbar, die kulturell voneinander weit entfernt sind. Deshalb werden in diesem Beitrag Fragen erörtert, die mit kulturellen Bezügen verbunden sind und die im Prozess der Lokalisierung vorkommen, sowie Lösungen diskutiert, die in diesem Bereich auftreten.
In spite of the frequent calls for internationalization, video game developers do not seem to be willing to create titles completely devoid of cultural references. As a matter of fact, it might be even impossible to produce an utterly acultural product. For this reason, whenever a video game is planned to be published in a different market, it might have to undergo cultural alterations for this target market recipients to understand and accept it. This is especially the case when the source and target markets are far apart as far as their cultural conventions are concerned. This article discusses the culture-related problems encountered by video game localization teams and the solutions utilized.
Źródło:
Linguistische Treffen in Wrocław; 2018, 14; 175-185
2084-3062
2657-5647
Pojawia się w:
Linguistische Treffen in Wrocław
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Shakespeare in Digital Games and Virtual Worlds
Autorzy:
Timplalexi, Eleni
Powiązania:
https://bibliotekanauki.pl/articles/648293.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Shakespeare
digital games
virtual worlds
media and performance
computers and theatre
Opis:
Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatre, such as cinema, music, visual arts, television, comics, animation and, lately, digital games and virtual worlds. Especially in the 20th and 21st century, a fascination with Shakespeare both as a historical and theatrical figure and as a playwright has become evident in screen based media (cinema, television and video), ranging from “faithful,” almost documented performances of his plays to free style adaptations or vague film references. Digital games and virtual worlds carry on this tradition of the transmedial journey of Shakespeare’s plays to screen based media but top it up with new forms of interaction and performativity. For the first time in the history of mankind everyone can enjoy firsthand from his armchair and for free the experience of taking part in a play by the Bard by entering a virtual world as if it was a stage and by assuming roles through avatars. The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds.
Źródło:
Multicultural Shakespeare: Translation, Appropriation and Performance; 2018, 18, 33; 129-144
2083-8530
2300-7605
Pojawia się w:
Multicultural Shakespeare: Translation, Appropriation and Performance
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A process algebraic form to represent extensive games
Autorzy:
Gheibi, O.
Ramezanian, R.
Powiązania:
https://bibliotekanauki.pl/articles/205871.pdf
Data publikacji:
2015
Wydawca:
Polska Akademia Nauk. Instytut Badań Systemowych PAN
Tematy:
extensive games
Nash equilibrium
process theory
process algebra
Opis:
In this paper, we introduce an agent-based representation of games, in order to propose a compact representation for multi-party games in game theory. Our method is inspired by concepts in process theory and process algebra. In addition, we introduce an algorithm whose input is a game in the form of process algebra (proposed in this paper) and as an output, the algorithm finds the Nash equilibrium of the game in linear space complexity.
Źródło:
Control and Cybernetics; 2015, 44, 1; 129-148
0324-8569
Pojawia się w:
Control and Cybernetics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The operation of ecosystems, and game theory. I. Deterministic non-cooperative games
Autorzy:
Wiszniewska-Matyszkiel, Agnieszka
Powiązania:
https://bibliotekanauki.pl/articles/748098.pdf
Data publikacji:
2001
Wydawca:
Polskie Towarzystwo Matematyczne
Tematy:
Noncooperative games
Environmental economics
Ecology
Opis:
Artykuł nie zawiera streszczenia
The article contains no abstract
Źródło:
Mathematica Applicanda; 2001, 29, 43/02
1730-2668
2299-4009
Pojawia się w:
Mathematica Applicanda
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Cooperative and Non-cooperative, Integrative and Distributive Market Games with Antagonistic and Altruistic, Malicious and Kind Ways of Playing
Autorzy:
Laskowski, S.
Powiązania:
https://bibliotekanauki.pl/articles/307960.pdf
Data publikacji:
2008
Wydawca:
Instytut Łączności - Państwowy Instytut Badawczy
Tematy:
antagonism and altruism
competition
cooperative games
integrative and distributive processes
non-cooperative games
Opis:
The article illustrates distinctions between important concepts of game theory, which support understanding the relation between subjects on competitive and regulated telecommunications services market. Especially it shows that often used distinction between retail and wholesale market that treat them respectively as competitive and cooperative can be misleading or even wrong.
Źródło:
Journal of Telecommunications and Information Technology; 2008, 4; 87-96
1509-4553
1899-8852
Pojawia się w:
Journal of Telecommunications and Information Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Agresywność i kontrola emocjonalna użytkowników azjatyckich gier sieciowych MMORPG
Aggressiveness and emotional control of Asiatic online MMORPG games’ users
Autorzy:
Izdebski, Paweł
Górska, Agata
Szymanik, Anna
Powiązania:
https://bibliotekanauki.pl/articles/1178590.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Kazimierza Wielkiego w Bydgoszczy
Tematy:
MMORPG
aggressiveness
agression
anger
computer games
emotional control
online games
Opis:
Using MMORPG computer games, in which users’ strong commitment to the game is connected with the influence of the rules prevailing in the virtual world, can lead to the users’ aggresive reactions, establishing them and transferring into the real world through modification of cognitive constructs as well as changes in the assessment of the situation and the response choices. Studies conducted on a group of 32 people playing MMORPG of Japanese production shows, that players compared with the control group are more aggressive verbally, often reveal anger as well as it is harder for them to suppress it, easier enter into the emotogenic situations, it is harder for them to control their behavior and they are often guided by affection in it.
Źródło:
Polskie Forum Psychologiczne; 2012, XVII, 2; 381-394
1642-1043
Pojawia się w:
Polskie Forum Psychologiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Implementation of a Value for Generalized Characteristic Function Games
Autorzy:
Michalak, T. P.
Rahwan, T.
Powiązania:
https://bibliotekanauki.pl/articles/91521.pdf
Data publikacji:
2014
Wydawca:
Warszawska Wyższa Szkoła Informatyki
Tematy:
generalized characteristic function games
Shapley value implementation
Opis:
Generalized characteristic function games are a variation of characteristic function games, in which the value of a coalition depends not only on the identities of its members, but also on the order in which the coalition is formed. This class of games is a useful abstraction for a number of realistic settings and economic situations, such as modeling relationships in social networks. To date, two main extensions of the Shapley value have been proposed for generalized characteristic function games: the Nowak-Radzik value and the S´anchez-Berganti˜nos value. In this context, the present article studies generalized characteristic function games from the point of view of implementation and computation. Specifically, the article presents a non-cooperative mechanism that implements the Nowak-Radzik value in Subgame-Perfect Nash Equilibria in expectation.
Źródło:
Zeszyty Naukowe Warszawskiej Wyższej Szkoły Informatyki; 2014, 8, 11; 7-27
1896-396X
2082-8349
Pojawia się w:
Zeszyty Naukowe Warszawskiej Wyższej Szkoły Informatyki
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Selected problems in the theory of fuzzy sets
Autorzy:
Heilpern, Stanisław
Powiązania:
https://bibliotekanauki.pl/articles/748068.pdf
Data publikacji:
1980
Wydawca:
Polskie Towarzystwo Matematyczne
Tematy:
Stochastic games, stochastic differential games
Stochastic programming
Fuzzy sets and logic
Opis:
.
From the introduction: "This paper contains a review of fundamental concepts and theorems of some areas of fuzzy mathematics, and an example of their application to the theory of decision making. Elementary definitions and properties of fuzzy sets are introduced in Chapters 1 and 2 [see L. A. Zadeh, Informat. and Control 8 (1965), 338–353; MR0219427]. Chapter 3 contains rudiments of fuzzy topology as presented by C. L. Chang [J. Math. Anal. Appl. 24 (1968), 182–190; MR0236859] and C. K. Wong [ibid. 43 (1973), 697–704; MR0324613; ibid. 45 (1974), 512–521; MR0341366]. Subsequent chapters deal with fuzzy probabilistic measures on the σ-field of fuzzy sets and contain original results of the author. In the last chapter the author discusses the concepts of fuzzy programming based on papers of R. Bellman and Zadeh [Management Sci. 17 (1970/71), B141-B164; MR0301613], and C. V. Negoiţă and D. A. Ralescu [Applications of fuzzy sets to systems analysis, English translation, Wiley, New York, 1975; MR0490082].''
Źródło:
Mathematica Applicanda; 1980, 8, 16
1730-2668
2299-4009
Pojawia się w:
Mathematica Applicanda
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Pro-DAESH Jihadist propaganda. A study of social media and video games
Autorzy:
El Ghamari, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/576339.pdf
Data publikacji:
2017-03-21
Wydawca:
Akademia Sztuki Wojennej
Tematy:
propaganda
terrorism
ISIS
media
jihadist games
Opis:
The fight that Europe and the West must wage against jihadist terrorism will take some time, but if we live up to our values of integration and democracy, we will come out of it soon. As Giovanni Falcone, the Italian judge killed by the Mafia, once said about the Mafia: “It is a human phenomenon, and as all human phenomena has a start and an evolution, it will have also an end”. Jihadis have been using Twitter at least since 2010, with the Shabaab joining the site in December 2011, but never before to this extent. One early adapter of Twitter, the Afghan Taliban, began to establish their social media presence in December 2010, through which they issued brief bulletins about their actions and alerts for forthcoming communiqués. Many of the most prominent jihadi groups have followed the same path, including the Shabaab al-Mujahideen, the Islamic State of Iraq and the Levant (ISIL), and al-Qaeda in the Islamic Maghreb (AQIM). The content of these Twitter accounts has tended to closely mirror material released to jihadi forums. For example, the Afghan Taliban may post the text of a communiqué to their website, to a jihadi forum, and to the Twitter account of one of their spokesmen. Mirroring jihadi groups, elements of the online jihadi community have also migrated to social media sites, with prominent forums such as Shumukh al-Islam and Ansar al- Mujahideen English Forum creating Twitter accounts to publicise notable releases and discussions. Concurrently, many individual jihadis and jihadi supporters have joined Twitter, enthusiastically circulating propaganda among themselves and promoting it to potential recruits. Yet, the benefits conferred by social networking come with a substantial cost: social networking platforms can sow great confusion if known official accounts are deleted and re-established or if there are multiple accounts claiming to represent a specific jihadi group. In order to reach the new official accounts, followers must be able to distinguish the legitimate social media accounts of jihadi groups from non-authenticated users, which is a level of ambiguity that is not found on jihadi forums.
Źródło:
Security and Defence Quarterly; 2017, 14, 1; 69-90
2300-8741
2544-994X
Pojawia się w:
Security and Defence Quarterly
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Spatial evolutionary games and radiation induced bystander effect
Autorzy:
Krześlak, M.
Świerniak, A.
Powiązania:
https://bibliotekanauki.pl/articles/229460.pdf
Data publikacji:
2011
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
evolutionary games
bystander effect
biomathematical modelling
cellular automata
cancer
Opis:
We present an application of evolutionary game theory to modeling of some processes important from oncological point of view. A studied phenomenon is a radiation induced bystander effect, in which three different strategies (phenotypes) of cells take part. The proposed payoff table of fitness, related to environment adaptation and genetic cell behavior, contains costs/profits of bystander effect, choice of apoptotic pathway, producing growth factors and resistance against bystander effect. We consider a game theory model including spatial cells allocation (the game is played on lattice). We discuss also different polymorphic equilibrium points dependent on model parameters, types of spatial games and players distribution.
Źródło:
Archives of Control Sciences; 2011, 21, 2; 135-150
1230-2384
Pojawia się w:
Archives of Control Sciences
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry cyfrowe jako przedmiot badań w naukach o mediach
Digital games as a research subject in media studies
Autorzy:
Babecki, Miłosz
Powiązania:
https://bibliotekanauki.pl/articles/1289446.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Warszawski. Wydział Dziennikarstwa, Informacji i Bibliologii
Tematy:
gry cyfrowe
poważne gry
potencjał komunikacyjny
instrumentalizacja gier
komunikowanie jako oddziaływanie
nauki o mediach
digital games
serious games
communication potential
games instrumentalization
communication as an interaction
discipline of media science
Opis:
Tekst przedstawia gry cyfrowe (w tym serious games) jako środki komunikowania sytuowane w dyscyplinie nauk o mediach. Po spełnieniu określonych warunków nadają się one do efektywnego transferu wiedzy teoretycznej, praktycznej i mogą być eksploatowane jako media różnorodnego oddziaływania na użytkowników-graczy. Artykuł jest teoretyczną prezentacją ewolucji stadiów gier obrazującą, dlaczego i w jaki sposób stawały się przedmiotem zainteresowań komunikologów i medioznawców.
The study presents digital games (including serious games) as a medium of communication, considered as one of the subjects in media studies. Under certain conditions, games are suitable for the effective transfer of theoretical and practical knowledge which, in turn, might affect the users. The theoretical paper looks at digital games from the perspective of their evolution. It illustrates the ways in which digital games have become a subject for communication and media researchers.
Źródło:
Studia Medioznawcze; 2018, 1 (72); 45-55
2451-1617
Pojawia się w:
Studia Medioznawcze
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wykorzystanie gier decyzyjnych/symulacyjnych w naukach społecznych. Wybrane problemy
The Use of Decision-Making/Simulation Games in Social Sciences. Selected Problems
Autorzy:
Donaj, Łukasz
Powiązania:
https://bibliotekanauki.pl/articles/642067.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Decision-Making Games
Simulation Games
Social sciences
Gry decyzyjne
Gry symulacyjne
Nauki społeczne
Opis:
The aim of the publication is to present selected forecasting problems in social sciences. The article focused on the method of decision-making/simulation games that, especially with the development of game theory and computers, have increasingly been used in many fields. Using examples of decision/simulation games - Poznań International Model United Nations 2013/POZiMUN; S.E.N.S.E - and the online game EVE Online, the author recognised the importance of such exercises in an accurate prediction of the future. He drew special attention to the element of chance and confounding factors that may destabilise the process of prediction. He also raised the problem of decision-making in the context of classical and quantum logic.
Treścią publikacji jest przedstawienie wybranych problemów prognozowania w naukach społecznych. W artykule skoncentrowano się na metodzie gier decyzyjnych/symulacyjnych, które – zwłaszcza wraz z rozwojem teorii gier oraz komputerów – są coraz częściej wykorzystywane w wielu dziedzinach. Na wybranych przykładach gier decyzyjnych/symulacyjnych – Poznań International Model United Nations 2013/POZiMUN; S.E.N.S.E. a także gry sieciowej EVE Online – wskazano jak ważne są takie ćwiczenia, by móc precyzyjniej przewidywać przyszłość. Zwrócono także szczególną uwagę na kwestię przypadku oraz czynników zakłócających, które mogą destabilizować proces przewidywania. Poruszono ponadto problem podejmowania decyzji w aspekcie klasycznej oraz kwantowej logiki.
Źródło:
Przegląd Strategiczny; 2014, 7; 187-207
2084-6991
Pojawia się w:
Przegląd Strategiczny
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry jako źródło zachowań niepożądanych wśród młodzieży
Computer Games as a Source of Undesires Behaviour Among Adolescents
Autorzy:
Matusiak, Renata
Powiązania:
https://bibliotekanauki.pl/articles/567343.pdf
Data publikacji:
2016-01-10
Wydawca:
Olsztyńska Szkoła Wyższa
Tematy:
gry komputerowe
gry online
Internet
agresja w sieci
przemoc w sieci
uzależnienie od gier komputerowych
zagrożenia a gry komputerowe profilaktyka korzystania z gier
komputerowych
computer games
online-games
internet
violence in the internet
computer game addiction
hazards and internet games
prophylactic measures when playing computer games
Opis:
Młodzież jest coraz bardziej narażona na różnego rodzaju niebezpieczeństwa związane z korzystaniem z Internetu. Jednym z nich są gry komputerowe. Z pozoru niegroźne, jednak sama ich treść okazuje się być niedostosowana dla młodych umysłów, które nie do końca rozumieją świat i zachodzące z nim zjawiska. Najczęściej wybierane gry to takie, w których dominuje przemoc, agresja, sceny erotyczne, które mogą wypaczać obraz świata realnego w umyśle dziecka czy młodego człowieka. Artykuł przedstawia negatywne skutki korzystania z gier komputerowych, a także elementy zawarte w grach, które mogą powodować nieprawidłowości w zachowaniu młodzieży. Użytkownicy wybierają gry, gdzie scenariusz dotyczy zabijania i zdobywania dodatkowych mocy czy przedmiotów. Największą popularnością cieszą się gry sieciowe, gdzie użytkownik za cel ma zabicie innego użytkownika kryjącego się za ekranem komputera. Realność gry online jest większa, przez to także i doznania użytkowników ulegają intensyfikacji. Jedno z podstawowych pytań rodzących się w wyniku analizy struktury gier i ich wpływu na młodzież dotyczy działań rodziców w zakresie profilaktyki bezpieczeństwa swoich dzieci w czasie grania w gry komputerowe.
Adolescents are a group especially susceptible to various hazards which emanate from the uncontrolled use of the Internet, among others computer-games. Harmless at first sight, their contents more often than not are not appropriate for the minds and understandings of young users, who lack the experience and knowledge to fully understand the surrounding world and its phenomena. The most popular games overflowing with violence, aggression and erotic scenes which tend to distort the picture of reality in the minds of young persons. This paper presents the negative effects of computer games as well as integral elements of video-games which may cause behavioral disorder in adolescents. The users show a preference for this kind of games, where the scenarios are based on „destroying enemies” and the acquisition of power and riches. The most popular games turn out to be interactive web games with basically one player attempting to kill their opponent on-line. Online-games evoke an intensified experience of reality, therefore the user’s experiences and emotions are magnified. Studying the structure of computer-games and their impact on the development of their juvenile users we can but highlight the parents’ importance to provide prophylactic education and show responsibility for the protection of their offspring from negative influences emanating from computer games.
Źródło:
Warmińsko-Mazurski Kwartalnik Naukowy, Nauki Społeczne; 2015, 4; 99-110
2084-1140
Pojawia się w:
Warmińsko-Mazurski Kwartalnik Naukowy, Nauki Społeczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wyzwania cyfrowego rodzicielstwa. O Grach wideo w środowisku rodzinnym Damiana Gałuszki
Challenges of Digital Parenthood. On Damian Gałuszka’s „Video Games in Family Environment”
Autorzy:
Paprzycka, Anna
Powiązania:
https://bibliotekanauki.pl/articles/520020.pdf
Data publikacji:
2018
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
game studies
video games
games in family environment
Damian Gałuszka
Opis:
Reviewed book: Damian Gałuszka, Gry wideo w środowisku rodzinnym. Diagnoza i rekomendacje, Kraków: Wydawnictwo Libron 2017, ISBN: 978-83-65705-37-2, pp. 253.
Źródło:
Creatio Fantastica; 2018, 2(59); 187-196
2300-2514
Pojawia się w:
Creatio Fantastica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Research potential in virtual worlds. An example of Second Life
Autorzy:
Hofman-Kohlmeyer, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/1178922.pdf
Data publikacji:
2017
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
computer games
research in games
second life
virtual worlds
Opis:
The emergence of virtual worlds made significant influence on companies’ performance. Second Life became a space for various business activities like brand promotion, selling products, education, learning. Increase in use of virtual worlds on the business purposes can be also observed. This article is aimed to give an outlook on the research opportunities in virtual environment on the example of Second Life. In order to achieve the assumed goal, the author employed a literature review. The results show that virtual worlds offer a lot of sources of information’s such as community groups, snapshots, video footages, in-game forums that can be utilize on the research purposes. Researchers can also involve avatars in the surveys. Literature review also offer many suggestions how to conduct business research in special game environment and show differences between virtual and real worlds.
Źródło:
World Scientific News; 2017, 89; 225-230
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Amerykańska filozofia w grach komputerowych
Autorzy:
Szymański, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/462294.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Opolski
Tematy:
filozofia
gry komputerowe
gry wojenne
amerykańskie siły zbrojne
philosophy
computer games
war games
American military
Opis:
Autor w niniejszym tekście skupia się na bliższym przedstawieniu wartości jakie reprezentuje ze sobą medium jakim są gry komputerowe. Analizując niektóre produkcje video stara się pokazać polityczny aspekt gier, a także przybliżyć istotę elementarnej cechy tego medium, jakim jest możliwość interakcji. Dodatkowo autor pokazuje wpływ rynku gier na rozwój obecnej sytuacji militarnej-jako środek odpowiadający za ewolucję technologii zbrojeniowej czy też sposób na wykreowanie żołnierza. Ważnym elementem pracy jest również wstęp do historii gier-streszczenie ich ewolucji i przyjrzenie się obecnemu fenomenowi społęczno-kulturalnemu jaki wywołały.
The author of this text focuses on presenting closer the values how representing the media of computer games. Analyzing some productions video they tries to show the political aspect of the games, and zoom in the essence aspects of the elemental features of this medium, which is the possibility of interaction. Additionaly, the author shows the impact of the games on the development of the current military situation – as a responsible for the evolution of weapons technology or a way to create a soldier. The important element of the work is also an introduction to the history of the games-summary of their evolution and look at the current socio-cultural phenomenon which they caused.
Źródło:
Studia Krytyczne/ Critical Studies; 2016, 2
2450-9078
Pojawia się w:
Studia Krytyczne/ Critical Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Degrees of indeterminacy of games
Autorzy:
Blass, Andreas
Powiązania:
https://bibliotekanauki.pl/articles/1377443.pdf
Data publikacji:
1972
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Źródło:
Fundamenta Mathematicae; 1972-1973, 77, 2; 151-166
0016-2736
Pojawia się w:
Fundamenta Mathematicae
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Topological games and products I
Autorzy:
Yajima, Yukinobu
Powiązania:
https://bibliotekanauki.pl/articles/1363805.pdf
Data publikacji:
1981
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Źródło:
Fundamenta Mathematicae; 1981, 113, 2; 141-153
0016-2736
Pojawia się w:
Fundamenta Mathematicae
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Learning by Playing. A Case Study of the Education in Photography by Digital Games
Autorzy:
Mago, Zdenko
Wojciechowski, Łukasz P.
Balážiková, Magdaléna
Shelton, Amiee J.
Powiązania:
https://bibliotekanauki.pl/articles/18104992.pdf
Data publikacji:
2023-06-20
Wydawca:
Fundacja Pro Scientia Publica
Tematy:
digital games
education
game-based learning
photo mode
photography
serious games
virtual photography
Opis:
Aim. The study aims to explore the current state of digital game-based learning to reflect the extent, possibilities, opportunities, and limitations of its implementation in the specific field of education as visual art, especially photography. Method. The explorative study employed the method of theoretical analysis of available literature and other secondary sources related to the issue, and subsequently applied the method of an illustrative (descriptive) case study. Results. Photo modes of commercially available digital games, originally intended to increase the players’ retention and participation, have led to the birth of a new art form, virtual photography. The technology of photo modes in a larger variety of recent games has made virtual photography available to significantly more players. Photo modes provide artistic control and creative options alongside a whole catalogue of lenses, camera parameters, and other features, reducing the financial burden associated with the purchase of photographic equipment. Furthermore, photo modes offer more than just a substitutable alternative to traditional photography, as added artistic value is found within virtual worlds. Conclusions. Despite some limitations regarding the overall implementation of digital game-based learning in photography classrooms, photo modes of commercially available digital games are a suitable tool for educational efforts in photography through both self-development and measurement of outcome-based learning.
Źródło:
Journal of Education Culture and Society; 2023, 14, 1; 465-479
2081-1640
Pojawia się w:
Journal of Education Culture and Society
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Mapy w grach komputerowych – spektrum zastosowań
Maps in video games – range of applications
Autorzy:
Chądzyńska, D.
Gotlib, D.
Powiązania:
https://bibliotekanauki.pl/articles/204496.pdf
Data publikacji:
2015
Wydawca:
Polskie Towarzystwo Geograficzne
Tematy:
kartografia
symulator komputerowy
wizualizacje w grach
gry komputerowe
świat wirtualny
cartography
computer simulators
visualizations in games
video games
virtual world
Opis:
W artykule przedstawiono różne gatunki i rodzaje gier komputerowych, w których istotną rolę odgrywa mapa oraz metodyka kartograficzna. Przedstawiono wykorzystanie informacji przestrzennej zarówno w klasycznych grach planszowych, grach komputerowych służących rozrywce, jak i tzw. poważnych grach o zastosowaniach profesjonalnych, np. w symulatorach.
The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
Źródło:
Polski Przegląd Kartograficzny; 2015, T. 47, nr 3-4, 3-4; 235-244
0324-8321
Pojawia się w:
Polski Przegląd Kartograficzny
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Violent Computer Games Pose a Challenge to Education Today
Autorzy:
Gerjolj, Stanko
Powiązania:
https://bibliotekanauki.pl/articles/668377.pdf
Data publikacji:
2011
Wydawca:
Uniwersytet Papieski Jana Pawła II w Krakowie
Tematy:
violent computer games, violence, imagination, intelligences, sensitivity, emotional education, moral education
Opis:
Violent computer games are becoming an increasingly common phenomenon of leisure activities among children and the young. Most researchers and practical educators consider them a dangerous phenomenon that encourages violence in everyday life. A kind of cyclic round goes from children who, due to a lack of sensitive communication, quickly feel certain tensions and quench them by resorting to media violence where computer games take the lead in the modern environment. Educators suggest the creation of situations where children and adolescents can speak out and express their pain in different ways. An in-depth expression of children’s and adolescents’ experiences does not only change their feelings, but extends to the changes at the level of neurobiological functioning. Adults, especially parents, help children mostly in overcoming violence if, in sensitive communication, they radiate happiness with their own lives and the ability to solve problems and give signs of unconditional acceptance and love. In such communication, children and young people re-experience their parents and other educators as strong personalities and moral authorities whom they love and respect.
Źródło:
The Person and the Challenges. The Journal of Theology, Education, Canon Law and Social Studies Inspired by Pope John Paul II; 2011, 1, 2
2391-6559
2083-8018
Pojawia się w:
The Person and the Challenges. The Journal of Theology, Education, Canon Law and Social Studies Inspired by Pope John Paul II
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Power Games: Towards the Rhetoric of Energy in Speculative Video Games
Gry władzy: w stronę retoryki energii w spekulatywnych grach wideo
Autorzy:
Frelik, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/2097230.pdf
Data publikacji:
2022-06-25
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
humanistyczne studia nad problematyką energii
antropocen
gry wideo
science fiction
energy humanities
Anthropocene
video games
Opis:
This paper argues that what we commonly mean by “labour” in industrial democracies stems from the obsolete theoretical assumptions of neoclassical economics, which also serve as foundations for a highly entropic economic process. Therefore, to determine the new purposes and functions of what working means is necessary in order to redesign economy and, consequently, to offer an alternative to the Anthropocene. The article develops Bernard Stiegler’s take on work and discusses the way Stiegler brings up to date the theoretical reflection on the transformations of work undertaken by André Gorz. The article addresses the question of work in relation to energy crisis and work automation. Advocating for a redefinition of work beyond employment, the article envisages work automation as a new opening for what work denotes, rather than the end of work. However, two conditions must be met in order to make such a change possible; it is necessary to redefine work beyond employment and socialize benefits from work automation.
Artykuł przedstawia powiązania energii i gier wideo, będących jednym z najnowszych przedstawicieli mediów spekulatywnych, i stawia pytanie, na ile takie gry mogą poszerzać społeczną świadomość w kwestii  ekstraktywizmu oraz źródeł energii w antropocenie. W pierwszej kolejności artykuł rozpoznaje zaangażowanie mediów gier w szerszą problematykę kryzysu klimatycznego, którego ważnym aspektem są kwestie energetyczne. Następnie przedstawia kilka podejść analitycznych, które pomagają rozwikłać proceduralną retorykę energii w grach wideo. Na koniec proponuje wstępne pogrupowanie gatunków gier i ich potencjału w kontekście centralnego miejsca paliw i energii w grach spekulatywnych. Jako całość stanowi on wstępną mapę stanu energii w spekulatywnych grach wideo, a zatem przecięcia, które pozostają w dużej mierze niezbadane, i wykorzystuje kilka studiów przypadku do zilustrowania pewnych prawidłowości pojawiających się w dyskusjach na temat powiązania środowiska, gospodarki i energii w spekulatywnych grach wideo.
Źródło:
ER(R)GO: Teoria – Literatura – Kultura; 2022, 44; 75-94
1508-6305
2544-3186
Pojawia się w:
ER(R)GO: Teoria – Literatura – Kultura
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Difficulty as Aesthetic: An Investigation of the Expressiveness of Challenge in Digital Games
Autorzy:
Terrasa-Torres, Mateo
Powiązania:
https://bibliotekanauki.pl/articles/2084144.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
aesthetics
difficulty
digital games
emotions
experience
challenge
Opis:
Difficulty is the personal experience of a subject facing resistance that prevents them from reaching a goal or desired state. It is an experiential part of everyone’s existence. In digital games, difficulty is strongly linked with designed challenges and obstacles that must be overcome by physical effort, manual skills, coordination, and dexterity. But this widespread perspective is a reductionist categorization of the expressive possibilities of difficulty. Because as experiential, difficulty is aesthetic expression and therefore it is much more than the mere skill challenge. The difficulty experience that emerges from an opposing force between object and subject, between game and player, can be interpretive, poetic, narrative, ethical or atmospheric among other expressive forms. Understanding difficulty from these broad parameters, we pose it as an aesthetic expression, which forges multiple experiences at the intersection between mechanics, fiction, and the player’s performance. This study analyses, drawing from philosophy, postphenomenology, and game studies, some aspects of two contemporary games, The Last of Us Part II and Death Stranding from the view of difficulty as aesthetic experience perspective, considering the significant and discursive tensions beyond purely ludic and mechanical elements.
Źródło:
Acta Ludologica; 2021, 4, 1; 94-111
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry komputerowe jako dziedzictwo kulturowe
Computer games as cultural heritage
Autorzy:
Garda, Maria B
Powiązania:
https://bibliotekanauki.pl/articles/973192.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
computer games preservation
cultural heritage
digital decay
original experience
retrogaming
Opis:
The aim of the article is to discuss the challenges of computer games preservation as a cultural heritage, focusing on the Polish perspective. Computer games are predominantly perceived as ‘new media’, despite the fact that their history dates back to the mid-20th century. It is important to understand that not only the early computer games are already ‘old media’ but all the digital games are. They may be perceived as ‘dying media’ vulnerable to unprecedented obsolescence. The article explores the consequences of digital decay and the notion of original experience in the context of conservation strategies. It suggests that there is still a need for a more conscious inclusion of computer games within the agenda of the Polish heritage institutions.
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:
Binaural and Ambisonic Sound as the Future Standard of Digital Games
Autorzy:
Farkaš, Tomáš
Powiązania:
https://bibliotekanauki.pl/articles/485113.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
ambisonic sound
binaural sound
difficulty
digital games
film
graphics
sound
Opis:
The author of this study suggests an idea that the auditive element of digital games is soon going to be one of the most important factors influencing their overall success, popularity, and originality. He analyses the phenomenon of binaural and ambisonic sound, its evolution and uses in the context of modern audio-visual work, primarily focusing on games. The auditive component and its increasingly important role are analyzed in connection with the graphic design of games, virtual reality, as well as the popularity of specific games. This paper also focuses on audio-games, the use of binaural sound (which was first used on a large scale in Hellblade: Senua’s Sacrifice) and various hybrid digital games, which are balancing between classic games and audio-games. Argumentation is based on an assumption that binaural sound is the way to ambisonic sound, which (within the context of the immersive and interactive character of digital games) predestines the new standard and shows an entirely new way of creating and using digital games at the same time. All of this is reflected in the context of the graphic design of digital games and their future.
Źródło:
Acta Ludologica; 2018, 1, 2; 34-46
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Uwarunkowania rozwoju gier organizacyjnych
Conditions of the development of organizational games
Autorzy:
Pasieczny, J.
Powiązania:
https://bibliotekanauki.pl/articles/326831.pdf
Data publikacji:
2017
Wydawca:
Politechnika Śląska. Wydawnictwo Politechniki Śląskiej
Tematy:
gry organizacyjne
polityki
patologia
dysfunkcja
organizational games
politics
pathology
dysfunction
Opis:
Celem artykułu jest ukazanie uwarunkowań powstawania gier organizacyjnych. Tekst opiera się na badania przeprowadzonych w formie częściowo ustrukturyzowanych wywiadów. Gry organizacyjne mogą pełnić rolę konstruktywną, jednak często mają one charakter destrukcyjny. Przeprowadzone badania pozwoliły zidentyfikować najważniejsze uwarunkowania powstawania gier organizacyjnych oraz wybrane czynniki i mechanizmy, które czynią gry dysfunkcjonalnymi. Należą do nich m.in. dążenie do władzy formalnej lub nieformalnej, chęć wpływu na zmianę, poprawa statusu materialnego, obrona własnej pozycji i inne.
The aim of this article is to present the preconditions for the emergence of organizational games. The text is based on research conducted in the form of partially structured interviews. Although, organizational games can be constructive, they often have the opposite effect. The research allowed to identify the most important preconditions for the emergence of organizational games, as well as selected factors and mechanisms that make the games dysfunctional. These include, inter alia, a desire for formal or informal power, the desire to influence change, the improvement of material status, defense of one's own position and the like.
Źródło:
Zeszyty Naukowe. Organizacja i Zarządzanie / Politechnika Śląska; 2017, 108; 339-347
1641-3466
Pojawia się w:
Zeszyty Naukowe. Organizacja i Zarządzanie / Politechnika Śląska
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
On mixing processes and the lost-games distribution
O procesach stochastycznych prowadzących do rozkładu typu "lost-games"
Autorzy:
Kemp, Adrienne W.
Kemp, C. D.
Powiązania:
https://bibliotekanauki.pl/articles/741330.pdf
Data publikacji:
1971
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Źródło:
Applicationes Mathematicae; 1971, 12, 2; 167-173
1233-7234
Pojawia się w:
Applicationes Mathematicae
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Undetermined sets of point-open games
Autorzy:
Pawlikowski, Janusz
Powiązania:
https://bibliotekanauki.pl/articles/1208522.pdf
Data publikacji:
1994
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Opis:
We show that a set of reals is undetermined in Galvin's point-open game iff it is uncountable and has property C", which answers a question of Gruenhage.
Źródło:
Fundamenta Mathematicae; 1994, 144, 3; 279-285
0016-2736
Pojawia się w:
Fundamenta Mathematicae
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Remarks on pebble games on graphs
Autorzy:
Rytter, W.
Powiązania:
https://bibliotekanauki.pl/articles/741064.pdf
Data publikacji:
1987
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Źródło:
Applicationes Mathematicae; 1987, 19, 3-4; 569-577
1233-7234
Pojawia się w:
Applicationes Mathematicae
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The primary pupils’ knowledge level about the Winter Olympic Games
Autorzy:
Görner, Karol
Kolofík, Tomáš
Powiązania:
https://bibliotekanauki.pl/articles/1055233.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
Olympic education
Winter Olympic Games
knowledge level
primary school pupils
Opis:
The aim of this research was to find out the primary pupils´ knowledge level about the Winter Olympic Games in Banska Bystrica. The research file consisted of 261 second stage primary pupils, 145 boys and 116 girls at the age from 10 to 15, who filled in the questionnaire ten days after finishing of the Winter Olympic Games held in Sochi. We used 14 questions in the questionnaire, consisting of the closed, half-open and open questions and 3 identification questions related to the sex of a respondent, age and respective school year of individual respondents. We can claim that among the most interesting findings there were: Firstly, more than 95% pupils knew what town was the organiser of the Winter Olympic Games in 2014. Secondly, more than 75% of the pupils were watching these Winter Olympic Games too. The most information about the Winter Olympic Games the pupils gained was via the TV and the internet. The favourite sports watched by the pupilswere ice hockey, biathlon, ski-jump and snowboarding. Almost 60% of the pupils could answer the question: “Which town will be the Winter Olympic Games organiser in 2018?” What is more, it is really pleasing to note that the Winter Paralympic Games have started to be in the primary pupils´ attention as well.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2016, 16, 4; 33-41
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Classroom Interaction in Oral Language Learning Events Created by EFL Storytelling-based Games
Autorzy:
Gąsior, Klaudia
Powiązania:
https://bibliotekanauki.pl/articles/601289.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
classroom interaction, storytelling, games, EFL speaking, secondary school students
Opis:
The paper aims at discussing some examples of classroom interaction in the context of playing “One Word/Sentence at a Time” and “Story Cubes” games by Polish secondary school students of English. First, it gives an overview of definitions and major types of classroom interaction. Second, it presents the opportunities for classroom interaction offered by a game-like environment. Then, the action research study conducted with a group of EFL learners is presented. The participants were recorded in the course of storytelling-oriented lessons and their stories were transcribed. Summing up the data gathered throughout the study, it is evident that the games offer a highly interactive FL classroom environment in which various categories of student-talk intertwine with teacher-talk.
Źródło:
New Horizons in English Studies; 2019, 4
2543-8980
Pojawia się w:
New Horizons in English Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
On polyhedral games
O grach wielościennych
Autorzy:
Stahl, J.
Powiązania:
https://bibliotekanauki.pl/articles/741539.pdf
Data publikacji:
1971
Wydawca:
Polska Akademia Nauk. Instytut Matematyczny PAN
Źródło:
Applicationes Mathematicae; 1971, 12, 2; 175-179
1233-7234
Pojawia się w:
Applicationes Mathematicae
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
“If the dog dies, I quit”: Blair Witch and the problems of contemporary psychological horror games
"Jeśli pies zginie, przestaję grać": Blair Witch i problemy współczesnych gier z gatunku psychological horror
Autorzy:
Marak, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/2034550.pdf
Data publikacji:
2021-03-31
Wydawca:
Akademia Górniczo-Hutnicza im. Stanisława Staszica w Krakowie
Tematy:
Blair Witch
contemporary psychological horror games
psychological horror games
Digital Games
companion character
współczesne gry z gatunku psychological horror
psychological horror
gry cyfrowe
postać towarzysząca
Opis:
This paper highlights the manner in which contemporary psychological horror games rely on repetitive storylines and plot twists, resulting in predictability of new titles, and the way in which this negatively affects immersion and players' emotional investment. Through examining the game Blair Witch (2019) developed by Polish studio Bloober Team, and its inclusion of an animal companion, the article demonstrates how shifting the players' affective identification from the avatar to the companion character can cause the players to overlook the shortcomings of the game. At the same time, by juxtaposing Blair Witch with other similar digital game texts, the paper showcases how linearity and reliance on predictable tropes in a game can be masked by the effective inclusion of an interesting companion with appropriate mechanics.
Artykuł poświęcony jest zauważalnej we współczesnych grach z gatunki psychological horror tendencji do polegania na wielokrotnie powielanych strukturach fabularnych oraz wynikającej z tego przewidywalności fabularnej nowych tytułów pojawiających się na rynku, jak również negatywnemu wpływowi tejże tendencji na immersję i zaangażowanie emocjonalne graczy. Poprzez analizę gry Blair Witch (2019) polskiego studia Bloober Team, a w szczególności wprowadzenia postaci towarzyszącej graczowi - psa - do rozgrywki, artykuł objaśnia, w jaki sposób przesunięcie identyfikacji afektywnej z postaci awatara na postać towarzyszącą może sprawić, że gracze nie zwrócą uwagi na słabe punkty gry. Jednocześnie zestawienie Blair Witch z innymi podobnymi grami cyfrowymi pozwala zilustrować to, w jaki sposób włączenie do rozgrywki interesującej postaci towarzyszącej może maskować linearną fabułę i stosowanie przewidywalnych schematów i motywów w grze cyfrowej.
Źródło:
Studia Humanistyczne AGH; 2021, 20, 2; 57-70
2084-3364
Pojawia się w:
Studia Humanistyczne AGH
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Reflecting on Games of Empire in retrospect.
Autorzy:
Gąska, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/632464.pdf
Data publikacji:
2017
Wydawca:
Projekt Avant
Tematy:
Games of Empire
Empire
Hardt & Negri
Dyer-Witheford & de Peuter
video games
digital games
critical theory in game studies
criticism of capitalism
futuristic accumulation
microtransactions
Gry Imperium
Imperium
Hardt i Negri
Dyer-Witheford i de Peuter
gry wideo
gry cyfrowe
perspektywa krytyczna w badaniach gier
krytyka kapitalizmu
akumulacja futurystyczna
mikrotransakcje
Opis:
This article features an analysis of one of the most prominent books in the development of critical theory on video games: Games of Empire by Nick Dyer-Witheford and Greig de Peuter. Since its publication in 2009 already 8 years have passed. This might seem like a short moment from an academic viewpoint, but its really long, if we consider all the changes happening every day in New Media. This poses two questions: is the content of this book still relevant, and did the passage of time proved it correct or wrong? This article tries to answer these questions, by comparing the arguments from the book (especially concepts like futuristic accumulation) with the actual state of the game industry in a year 2017 (especially issues concerning microtransactions).
Artykuł ten pochyla się nad jedną z najważniejszych książek dla rozwoju perspektywy krytycznej w groznawstwie: Grami Imperium Nicka Dyer-Witheforda i Greiga de Peutera. Od czasu wydania tego dzieła minęło już ponad 8 lat – niewiele z perspektywy akademickiej, długi czas z perspektywy zmian zachodzących w Nowych Mediach. Całkiem uzasadnione są zatem pytania o aktualność treści umieszczonych w książce, oraz o celność zawartych tam spostrzeżeń. Artykuł stara się odpowiedzieć na te pytania, zestawiając przedstawione w książce tezy (w szczególności koncepcję akumulacji futurystycznej) z realnym stanem branży gier z roku 2017 (w szczególności kwestii związanych z mikrotransakcjami).
Źródło:
Avant; 2017, 8, 3
2082-6710
Pojawia się w:
Avant
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Independent horror games between 2010 and 2020: Selected characteristic features and discernible trends
Autorzy:
Marak, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/1955327.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
independent horror games
the 2010–2020 decade
indie horror
Opis:
The focus of this article are independent digital horror games and their characteristics; the goal was to briefly describe the independent horror scene and highlight some of the artistic and technical trends which manifest themselves in the titles belonging to that scene. Due to the sheer number of available games, the scope of the paper is narrowed down to only selected characteristics and trends distinguishable in game texts published between the years 2010 and 2020. The aim of the article is to present a selection of observations and conclusions concerning the independent games scene and to hopefully point to what these games can tell scholars about the way both the players and the developers perceive the horror genre.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 175-190
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł

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