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Wyświetlanie 1-10 z 10
Tytuł:
Easter Eggs in Digital Games as a Form of Textual Transcendence (Case Study)
Autorzy:
Mago, Zdenko
Powiązania:
https://bibliotekanauki.pl/articles/485062.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
Easter eggs
textual transcendence
The Talos Principle
transtextuality
Opis:
Easter eggs are a well-known and popular phenomenon throughout the whole of pop culture, and the interactive nature of digital games unleashes the full potential of their implementation, as well as integrating them into the gamers’ experience. The study focuses on Easter eggs in digital games from a structural point of view to understand them on the fundamental text level. With this aim, the analysis consists of applying Genette’s textual transcendence to a specific digital game, The Talos Principle. The paper represents part of the introductory theoretical framework to the following research on comprehensive Easter eggs’ classification.
Źródło:
Acta Ludologica; 2019, 2, 2; 48-57
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Concept of Timelessness Applied to Advergames
Autorzy:
Mago, Zdenko
Powiązania:
https://bibliotekanauki.pl/articles/485101.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
advergames
digital games
history
iconicity
participation
preservation
timelessness
Opis:
Advergames have been appearing alongside digital games since the very beginning. Although they had been originally created as marketing tools, their gaming nature has made from them an important part of digital-gaming industry heritage. At the same time, advergames, which persisted over time, may represent significant advantages for the brands they promote. The aim of the study is an examination of advergames’ timelessness based on a theoretical framework and a qualitative-quantitative content analysis of advergames released across their history up to 2000, taking into account aspects of both digital games’ and advertising timelessness. Besides general popularity, archetypal character, current playability and preservation, the analysis also focuses on the advergame design and brand implementation forms.
Źródło:
Acta Ludologica; 2018, 1, 2; 18-33
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Last of Us Part II:
Autorzy:
Mago, Zdenko
Powiązania:
https://bibliotekanauki.pl/articles/2084165.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
Review of: NAUGHTY DOG: The Last of Us Part II. [digital game]. Tokyo, San Mateo, CA : Sony Interactive Entertainment, 2020.
Źródło:
Acta Ludologica; 2020, 3, 2; 87-88
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Last of Us (TV Series)
Autorzy:
Mago, Zdenko
Powiązania:
https://bibliotekanauki.pl/articles/41311221.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
Review of: MAZIN, G., DRUCKMANN, N. (Created by): The Last of Us. [VOD]. New York, NY : HBO Max, 2023.
Źródło:
Acta Ludologica; 2023, 6, 1; 124-127
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Found in Translation
Autorzy:
Mago, Zdenko
Powiązania:
https://bibliotekanauki.pl/articles/485066.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
E. Aarseth presents the concept that there are two levels of text within digital games: texton, a text existing in the form of text as game code, a source, an essence of the digital game’s being; and scripton, a text presented to gamers on screens (or other display devices) through a traversal function.
Źródło:
Acta Ludologica; 2019, 2, 1; 90-91
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Games on Social Networks and the Promotion Within
Promocja w grach rozgrywanych w sieciach społecznościowych
Autorzy:
Mago, Zdenko
Powiązania:
https://bibliotekanauki.pl/articles/590537.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
Gry komputerowe
Komunikowanie marketingowe
Marketing elektroniczny
Promocja handlowa
Serwisy społecznościowe
Commercial promotion
Computer games
Electronic marketing
Marketing communication
Social networking
Opis:
Social networks are undoubtedly a phenomenon of current electronic and social communication. Their interactive nature in digital environment allows the use of both traditional and new marketing tools, such as online marketing, viral marketing and advergaming. Playing computer games via social networks has just become a very popular activity because it combines some advantages of computer games with communicability of social networks. The aim of the study is to determine the extent of advergaming on social networks and its importance as an interactive marketing tool, using a questionnaire about advergaming on Facebook, that belongs to the most widely used social networks not only in Slovakia, the Czech Republic and Poland, but also worldwide.
Źródło:
Studia Ekonomiczne; 2014, 205; 49-58
2083-8611
Pojawia się w:
Studia Ekonomiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Suicide Squad: Kill the Justice League
Autorzy:
Mago, Zdenko
Powiązania:
https://bibliotekanauki.pl/articles/41318351.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
Review of: Rocksteady Studios. (2024). Suicide Squad: Kill the Justice League (Deluxe Edition, PS5 version) [Digital game]. Warner Bros. Games.
Źródło:
Acta Ludologica; 2024, 7, 1; 163-166
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The “Father” of the Nintendo Entertainment System in Slovakia for the First Time
Autorzy:
Mago, Zdenko
Uemura, Masayuki
Powiązania:
https://bibliotekanauki.pl/articles/485153.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
Since 1972, he has worked for the Nintendo Company on solar cell technology for the Laser Clay System Shooting project (simulation of shooting with a light weapon developed by Nintendo in 1973) and Beam Gun SP project. Due to the growing demand for development, he was in charge of the management of the Research & Development 2 Division in´ which they worked on the development of several hardware devices such as games for colour televisions, Nintendo Family Computer (Famicom), Nintendo Entertainment System (NES), Super Nintendo Entertainment System or BS-X Satellaview. Uemura and his group were responsible for a wide range of hardware and software projects (Donkey Kong, Mario Bros). Since 2004 he has been formally retired but he is still acting as a consultant for Nintendo.
Źródło:
Acta Ludologica; 2018, 1, 1; 52-54
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Romero Eternal
Autorzy:
Mago, Zdenko
Romero, John
Powiązania:
https://bibliotekanauki.pl/articles/485149.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
Interview with John ROMERO by Zdenko Mago
Źródło:
Acta Ludologica; 2020, 3, 1; 68-70
2585-8599
Pojawia się w:
Acta Ludologica
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
    Wyświetlanie 1-10 z 10

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