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Wyszukujesz frazę "Games" wg kryterium: Temat


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:
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:
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:
The Use Of Unity 3D in a Serious Game Dedicated to Development of Firearm Handling Skills
Autorzy:
Dziak, Ł.
Plechawska-Wójcik, M.
Powiązania:
https://bibliotekanauki.pl/articles/117868.pdf
Data publikacji:
2017
Wydawca:
Polskie Towarzystwo Promocji Wiedzy
Tematy:
serious games
educational games
firearm handling game
Opis:
The paper presents the model of the serious game designed to develop firearm handling skills. The game is dedicated to act as an educational tool. Its aim is to teach how to disassembly and assembly weapons. The main aim of the paper is to present and discuss educational value of this kind of serious games. Detailed results were obtained after end user examination. What is more, the aspect of ergonomic and usability is also covered. The paper presents also the game design and development process.
Źródło:
Applied Computer Science; 2017, 13, 2; 15-22
1895-3735
Pojawia się w:
Applied Computer Science
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:
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:
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:
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:
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:
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:
Game-based Enhancement of Teaching Logistics and Supply Chain Management
Autorzy:
Cvetić, Biljana
Vasiljević, Dragan
Powiązania:
https://bibliotekanauki.pl/articles/45631809.pdf
Data publikacji:
2012-09-30
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
games
games-based learning
logistics
supply chain management
education
Opis:
The paper focuses on the selection, application and evaluation of games suitable to enhance teaching and learning processes in two courses related to logistics and supply chain management (SCM) at the Faculty of Organizational Sciences, University of Belgrade. The selection procedure of logistics and SCM games which incorporates the database of these games and a multi-criteria analysis are designed and applied. Based on requirements to support practicing the distribution requirements planning (DRP) a new game has also been designed. The outcomes of post-game evaluation have shown that students like playing logistics and SCM games and that playing these games helps them learn something they have not previously known. The results of this study are useful for both academics and practitioners interested in training and education of logistics and supply chain (SC) professionals.
Źródło:
The New Educational Review; 2012, 29; 162-173
1732-6729
Pojawia się w:
The New Educational Review
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:
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:
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:
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:
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:
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:
An antagonistic game of random duration
Autorzy:
Styszyński, Antoni
Powiązania:
https://bibliotekanauki.pl/articles/747928.pdf
Data publikacji:
1981
Wydawca:
Polskie Towarzystwo Matematyczne
Tematy:
2-person games
Opis:
W pracy Домански'ego(1974) rozważa się pewien model gry antagonistycznej związanej z ciągiem zmiennych losowych niezależnych, przyjmujących wartości 0 i l. Celem niniejszej pracy jest znalezienie rozwiązania dla wersji z czasem ciągłym modelu gry z Домански(1974). Zakłada się, że czas przebywania w stanie l jest zmienną losową o znanej dystrybuancie F( t), t ~ O. Zmodyfikowana gra jest grą na produkcie (O, co) x [O, co) z nieciągłą funkcją wypłaty. Stosując metodę dodatnich transformacji całkowych rozwiniętą przez Karlina(1959) dla gier czasowych uzyskujemy postać strategii optymalnych w rozważanej grze.
The author considers a game of timing over [0,∞)×[0,∞) with a pay-off function discontinuous at the main diagonal. The game has its origin in a game in which two producers seek the favour of a buyer who drops the attempt to buy the production after a random time. Under certain regularity assumptions and by means of the known method of S. Karlin [Mathematical methods and theory in games, programming and economics, Addison, London, 1959; MR0111634], the author shows the existence of a unique pair of mixed optimal strategies, which are distribution functions over [0,∞). These are concentrated on a finite interval and continuous in the whole domain with the exclusion, perhaps, of 0. Some gaps in the representation do not diminish the value of the paper.
Źródło:
Mathematica Applicanda; 1981, 9, 17
1730-2668
2299-4009
Pojawia się w:
Mathematica Applicanda
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:
Wyścig kolonialny. Przedstawienie kolonializmu w grach planszowych
The Scramble for Colonies. Representations of Colonialism in Board Games
Autorzy:
Poręba, Izabela
Powiązania:
https://bibliotekanauki.pl/articles/28642307.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
gry planszowe
kolonizacja
etyka gier
board games
colonialism
games ethics
Opis:
Jednym z  popularnych tematów gier planszowych jest kolonializm jako zarówno tło historyczne dla growej narracji, jak i zbiór mitów, stereotypów i fantazmatów o imperialnej proweniencji. Wśród nich wskazać można: orientalne reprezentacje Innego, uprzywilejowanie europocentrycznej perspektywy, mityzowanie kolonizacji jako rozwoju cywilizacyjnego czy jej przedstawienie jako odkrywanie „ziemi niczyjej”. W artykule omówione zostały wybrane gry planszowe realizujące różne strategie ukazywania kolonialnej tematyki oraz mechaniki gier ekonomicznych i strategicznych. Celem pracy było również dotarcie do źródła nieporozumień co do zasadności lub niezasadności rozpatrywania gier planszowych w kategoriach etycznych.
One of the popular themes of board games is colonialism, both as a historical background for the game’s narrative and as a collection of myths, stereotypes and phantasms of imperial provenance. These include: oriental representations of the Other, privileging the Eurocentric perspective, mythicizing colonization as a  civilization development or presenting it as discovering of a “no man’s land”. The article discusses selected board games that implement various strategies of presenting colonial themes and mechanics of economic and strategic games. The aim of the paper was also to indicate the source of misunderstandings as to the validity or invalidity of considering board games in ethical terms.
Źródło:
Homo Ludens; 2022, 1(15); 13-30
2080-4555
Pojawia się w:
Homo Ludens
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:
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:
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:
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:
Tracing the Impact of the Digital Virtual Ludic on Immersive Theatre: A Case of Theatre Gamification
Autorzy:
Charitos, Dimitrios
Timplalexi, Eleni
Powiązania:
https://bibliotekanauki.pl/articles/41309223.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
immersive theatre
pervasive games
theatre gamification
virtual worlds
Opis:
Immersive theatre, a theatrical form emerging at the beginning of the 21st century, invites spectators to become immersed in interactive theatre performances. The use of the term immersive indicates a strong influence from digital media, particularly from virtual worlds (VWs). Immersive theatre and VWs appear to share characteristics. A systematic comparative approach tracing the presence of characteristics shared by immersive theatre and VWs (i.e., virtuality, worldliness, information intensity), among others, still unique to VWs (i.e., agency, ergodicity), reveals that immersive theatre has assimilated some VWs characteristics while still being in the process of negotiating others. The paradigm of pervasive games is brought into the conversation to claim immersive theatre as a partially successful case of theatre gamification, revising theatrical and dramatic conventions, towards what could be called a digitally and ludically inspired neo-dramatic. New intermedial forms of expression could benefit from the adoption of a game/play frame.
Źródło:
Acta Ludologica; 2023, 6, 1; 4-27
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A Cultural History of the Greek Digital Games Origins: From Clones to Originality
Autorzy:
Theodoropoulos, Maximos S.
Powiązania:
https://bibliotekanauki.pl/articles/41317288.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
cultural industries
digital games
digital games history
game design
Greece
Opis:
Literature on the digital games industry and gaming history has for the most part focused on the global production centres of North America, Western Europe, Japan, and, lately, China. However, in recent years, a call to research the diverse and less dominant national contexts within which digital games are produced has been addressed. In this article, we shed light on early digital game development in Greece, covering the years between 1982 and 2002. This particular region has been highly neglected by both domestic and international researchers. We approach Greek digital game development from both historical and cultural perspectives, through an investigation of how local game developers interact with a wide range of contextual facets in a complex interrelation between global and national conditions. This article argues that, in order to highlight the characteristics of early national game production cultures and digital games design, one must examine them as well under the broader cultural production ecosystem, along with the economic and institutional contexts and transformations within which digital game production takes shape.
Źródło:
Acta Ludologica; 2024, 7, 1; 86-106
2585-8599
Pojawia się w:
Acta Ludologica
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:
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:
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:
Graduates of the University of Szczecin in the Group of Trainers Who Stand as a Candidate for the Polish Representation of the XXXII Olympics or the 16th Tokyo Paralympics 2020
Autorzy:
Eider, Jerzy
Powiązania:
https://bibliotekanauki.pl/articles/1030763.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
Faculty of Physical Culture and Health Promotion
Paralympic Games
University of Szczecin
coaches
games: Olympic Games
graduates
trainers
Opis:
Club coaches, national team coaches, as well as Olympic or Paralympic team coaches are those trainers who use their knowledge, professionalism and experience to lead their trainees to achieve sports results that satisfy athletes as well as coaches and authorities of Polish associations of various sports disciplines practiced by the athletes. A good trainer is the most important person in the coaching team, as they supervise the whole participation of their Olympians or Paralympians. Among the graduates of the Szczecin University’s Physical Education, there are many trainers of various sports disciplines. They are club coaches, national team coaches and they also hold coaching functions at the Summer Olympic and Paralympic Games. The aim of this paper is to: present the university (student) characteristics of the analyzed coaches and a physiotherapist who stand among the potential candidates to be appointed for the coaching and medical staff of their trainees (including the football team) who will fight for qualification standards guaranteeing them participation in the 32nd Summer Olympics or 16th Paralympic Games Tokyo 2020; showing the current coaching activity of the trainers and a physiotherapist in question; presenting the criteria and eligibility rules which the athletes of the coaches and the physiotherapist need to obtain to take part in the Tokyo Olympic or Paralympic competition. The research material consists of six graduates of the University of Szczecin, who majored in Physical Education, and who currently work primarily in the coaching team (Tomasz Kaźmierczak, Jacek Kostrzeba, Tomasz Lewandowski, Grzegorz Musztafaga, Miłosz Stępiński) and the medical/therapeutic team (Beata Buryta). All of the analyzed graduates of the University of Szczecin are among the trainers and physiotherapists who are candidates for the Polish national team for the 32nd Olympic Games or the 16th Paralympics Games Tokyo 2020. Tomasz Kaźmierczak – he will definitely be present for the fourth time at the Summer Games Tokyo 2020 as a coach for disabled rowers (previous participations in 2008, 2012, and 2016). The trainees of the coaches in question (except for the football team) can be included into the Polish team participating in the Summer Games Tokyo 2020 and at least compete in finals during the Olympic or Paralympic competition.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2019, 27, 3; 65-73
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Pojęcie hazardu w prawie hazardowym wybranych państw europejskich. Część I. Pojęcie hazardu w przepisach niezawierających nazw definiowanych „hazard” lub „gry hazardowe”
The Notion of Gambling in the Gambling Law Provisions of Selected European Countries Part I. The Notion of Gambling in the Provisions not Containing Defined Terms ‘Gambling’ or ‘Gambling Games’
Autorzy:
Duda-Hyz, Michalina
Powiązania:
https://bibliotekanauki.pl/articles/1963170.pdf
Data publikacji:
2020
Wydawca:
Akademia Leona Koźmińskiego w Warszawie
Tematy:
hazard
gry hazardowe
gry losowe
gambling
gambling games
games of chance
Opis:
Artykuł stanowi pierwsze z cyklu opracowań, których celem jest przedstawienie i analiza znaczenia, jakie przypisuje się pojęciom „hazard” i „gry hazardowe” w prze pisach prawa hazardowego wybranych państw europejskich, a także skonfrontowanie normatywnego znaczenia z cechami hazardu w ujęciu nauk społecznych. Analizie poddano przykłady takich unormowań, w treści których nie występuje żadna nazwa na określenie katalogu przedsięwzięć o cechach gier hazardowych, a także wybrane regulacje zawierające definicje legalne „gier losowych” („gier szczęścia”). W opracowaniu wykorzystano przede wszystkim metody komparatystyki prawniczej. W zakresie, w jakim przedstawiono cechy hazardu w ujęciu nauk społecznych, oparto się na dorobku przedstawicieli tych nauk. Przeprowadzone badania opierają się na następujących tezach badawczych. Po pierwsze, modele regulacji, w których na gruncie przepisów prawa hazardowego określono cechy zjawiska hazardu bez wskazania w definiendum nazwy obejmującej zbiorczą kategorię gier hazardowych należą do odosobnionych. Po drugie, zarówno w systemach prawnych, w których na gruncie prawa hazardowego nie występuje definicja legalna hazardu, jak i na tle definicji legalnych gier losowych, dostrzegalne są różnice w sposobie określania poszczególnych cech gier hazardowych, tj. zależności wyniku gry od przypadku, zaangażowania majątkowego gracza oraz wygranej.
The article is the first in a series of papers to present and analyse the meaning that is ascribed to the notions of ‘gambling’ and ‘gambling games’ in the gambling law provisions of selected European countries, as well as to confront the normative meaning with gambling characteristics from the perspective of social sciences. The following parts of the paper analyse examples of those provisions which do not contain any term for a broad catalogue of gambling activities, as well as selected provisions containing legal definitions of ‘games of chance’ (‘games of luck’). The article mainly uses methods of comparative law. The presentation of the characteristics of gambling from the perspective of social sciences is based on the achievements of social scientists. The research is based on the following research theses. Firstly, regulatory models in which the gambling law provisions specify the characteristics of gambling without indicating a name covering a collective category of gambling games in the definiendum are rare. Such solutions are typical for countries which have so far pursued restrictive gambling policies. Secondly, both in the legal systems in which there is no legal definition of gambling under gambling law and also against the background of the definitions of legal games of chance, one may notice significant differences in the way in which individual features of gambling games are specified, i.e. the dependence of the outcome of a game on chance, player’s financial involvement and the winnings.
Źródło:
Krytyka Prawa. Niezależne Studia nad Prawem; 2020, 12, 1; 174-192
2080-1084
2450-7938
Pojawia się w:
Krytyka Prawa. Niezależne Studia nad Prawem
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:
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:
Small-sided soccer game (1v1) in goalkeepers’ training
Autorzy:
Goliński, Dawid
Muracki, Jarosław
Wolański, Paweł
Klich, Sebastian
Murawska-Ciałowicz, Eugenia
Powiązania:
https://bibliotekanauki.pl/articles/1055229.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
football
goalkeeper
small games
Opis:
Small-sided soccer games, i.e. 1v1 are often used in training, which results in a composite influence on the player. Training exercises stimulated in the game allow to master many skills, form habits and modify behaviors associated with solving specific situations during a match. The aim of the study was to assess the intensity of exercise during a 1v1 game for goalkeepers. Eight goalkeepers participated in the experiment (body weight 80.63 ±3.50 kg, body height 184.69 ±3.71 cm, BMI 23.64 ±0.74). All goalkeepers played 1v1 games. During the small-sided game players can use all the goalkeeper techniques to score a goal. During all of the matches, heart rate (HR) was recorded using a sport tester, LA was measured in the second minute after the end of each game. There was also collected data determining subjective assessment of the effort made by the players using Borg scale (RPE). The highest average HR and RPE were recorded in the third match, respectively (192.38 ±8.07 b/min; 14.38 ±2.07), while in the first match the examined parameters were on average 186 ±8.85 b/min; 11.38 ±1.51, and in the second 186.00 ±8.09 b/min; 13.50 ±1.85 respectively. The highest LA level was recorded after the second match and equaled 7.71 ±2.07 mmol/l (7.06 ±3.54 after the first match and 7.5 ±1.37 after the third match). The 1v1 game requires the use of similar to the real game actions, as well as the average exercise intensity is also similar to the scoringopportunity situations and conditions of a match.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2016, 16, 4; 111-118
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry komputerowe w procesie edukacji historycznej na poziomie akademickim
VIDEO GAMES IN THE PROCESS OF HISTORICAL EDUCATION AT THE ACADEMIC LEVEL
Autorzy:
Różycki, Łukasz
Powiązania:
https://bibliotekanauki.pl/articles/418559.pdf
Data publikacji:
2012
Wydawca:
Akademia Marynarki Wojennej. Wydział Nauk Humanistycznych i Społecznych
Tematy:
VIDEO GAMES
EDUCATION
HISTORY
Opis:
This piece deals with the significance of computer games in the modern teaching process. The author identified the main challenges for the teachers that are related to problems created by electronic entertainment. The second part of the text focuses on the positive impact of video games exemplified by popular „mods” based on actual historical events. In conclusion, the author stated that it will still be many years before computer games are used by researchers in the process of teaching the academic youth, however they do have the potential to become something more than just pure fun.
Źródło:
Colloquium; 2012, 4, 4; 75-82
2081-3813
2658-0365
Pojawia się w:
Colloquium
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:
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:
Interactivity and Audiovisuality of Computer Games. A Three-level Model of a Computer Game as Interaction
Autorzy:
Wałaszewski, Zbigniew
Powiązania:
https://bibliotekanauki.pl/articles/45203819.pdf
Data publikacji:
2023-10-16
Wydawca:
Akademia Pedagogiki Specjalnej im. Marii Grzegorzewskiej. Wydawnictwo APS
Tematy:
computer games
video games
interaction
interactivity
audiovisuality
model
ludology
game studies
Opis:
The article presents an updated model of playing a computer game as the user’s interaction with its system, taking into consideration audiovisuality as the fundamental channel for computer-human communication. Interactivity is an inherent property of computer games, which clearly distinguishes them from other kinds of games: it is therefore a defining feature of computer games. On the other hand, audiovisuality is a necessary characteristic, following from the communication between the computer and its user, taking place mainly in the channel of synchronized image and sound, which is dominant in human perception. The point of departure for the model development is an analysis of human interaction with the machine which runs the game system; in the model, there is a dynamic change from interactivity of a computer game to a human being’s interaction with the computer while playing, which makes it possible to fully account for the complexity of the situation of playing a computer game. The presented model combines the ludic aspect of a computer game (interactive entertainment) with the capacity to convey messages (an audiovisual cultural text), and from a commmunicative perspective, it unambiguously assigns a human being the role of the subject using a computer game.
Źródło:
International Journal of Pedagogy, Innovation and New Technologies; 2023, 10(1); 124-138
2392-0092
Pojawia się w:
International Journal of Pedagogy, Innovation and New Technologies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Walking the streets of a virtual metropolis. The audiosphere of the game Grand Theft Auto IV
Autorzy:
Kopaniecki, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/780197.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Video games
soundscape
city
Opis:
On the basis of works devoted to the topic of sound studies and video games, the author presents ways of processing and using sounds in order to create virtual phonic spaces. He examines the means by which contemporary game developers influence immersivity, i.e., the process of immersing the gamer in virtual environments, as well as indicating the mutual influences of audial and visual spheres. Analysig the video game Grand Theft Auto IV from the perspective of the sound which accompanies the action, he compares in this respect three areas of the game’s Liberty City with their equivalents in New York on which the virtual city is modelled. The similarities and differences between the digital and virtual spaces are identified, and the reasons for them explained. This makes it possible to show how the use of the tools (explained earlier) employed by the developers of the game enable them to create a credible sounding virtual metropolis.
Źródło:
Interdisciplinary Studies in Musicology; 2019, 19; 173-184
1734-2406
Pojawia się w:
Interdisciplinary Studies in Musicology
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:
RYNEK GIER WIRTUALNYCH MMO I JEGO WPŁYW NA BANK CENTRALNY
MMO virtual games market and its influence on Central Bank
Autorzy:
Dziwok, Ewa
Powiązania:
https://bibliotekanauki.pl/articles/950812.pdf
Data publikacji:
2014
Wydawca:
Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Tematy:
virtual worlds
online games
Opis:
An easy access into Internet makes virtual trade cheaper and more attractive. The world of virtual games (MMOG, MMO) based on items, characters and currencies has been widening since the beginning of XXI century. Selling virtual goods for real money is an important problem for fiscal and monetary authorities. The purpose of this paper is to improve understanding of the consumer behaviour in virtual words and point the difference between virtual and real worlds. The paper stresses the possibility of misunderstandings and heuristics for those who could implement their experience from virtual worlds into real life and points the didactic role of central banks.
Źródło:
Financial Sciences. Nauki o Finansach; 2014, 2(19); 113-121
2080-5993
2449-9811
Pojawia się w:
Financial Sciences. Nauki o Finansach
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Negotiations on regulated markets
Autorzy:
Laskowski, S.
Powiązania:
https://bibliotekanauki.pl/articles/308091.pdf
Data publikacji:
2008
Wydawca:
Instytut Łączności - Państwowy Instytut Badawczy
Tematy:
negotiations
regulations
market games
Opis:
The paper considers some problems of negotiations between competitive subjects on regulated market. It is assumed that two subjects (players) have to compete with each other on the retail market and cooperate on the wholesale market. The wholesale market is regulated. The role of the regulator is to support players in negotiations, especially by introducing recommended solutions when the negotiations were broken off. It is considered how introducing a recommended solutions influence the process of negotiations on the wholesale market and a decision problem of choosing retail strategy, that precedes the process of negotiations. A decision problems of a regulator are also formulated. The problems are discussed in context of competition and cooperations between operators on the telecommunications services market.
Źródło:
Journal of Telecommunications and Information Technology; 2008, 3; 44-51
1509-4553
1899-8852
Pojawia się w:
Journal of Telecommunications and Information Technology
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:
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:
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:
Rosnące znaczenie przemysłu kreatywnego w Polsce na przykładzie rynku gier wideo
The growing importance of the creative industry in Poland on the example of the video games market
Autorzy:
Ziętarski, Marek
Powiązania:
https://bibliotekanauki.pl/articles/449265.pdf
Data publikacji:
2019-06-30
Wydawca:
Instytut Badań Gospodarczych
Tematy:
rynek gier wideo
gry wideo
CD Projekt
video games market
video games
Opis:
Motywacja: Obecnie powstające gry wideo są coraz bardziej zaawansowane technologicznie, co przyczynia się do intensywnego rozwoju rynku gier wideo. Uzupełnienie specyfiki tego rynku i jego rozwoju oraz przedstawienie sytuacji finansowej przedsiębiorstwa CD Projekt działającego na tym rynku było głównym motywem wyboru tematu niniejszego artykułu. Cel: Celem artykułu jest scharakteryzowanie rynku gier wideo w Polsce jako przykładu przemysłu kreatywnego, a także przedstawienie wyników finansowych CD Projekt na tle tego rynku. Materiały i metody: W części teoretycznej wykorzystano analizę opisową, natomiast w części empirycznej analizę porównawczą. Materiał empiryczny stanowią raporty KPT, Newzoo oraz CD Projekt. Wyniki: Na podstawie przeprowadzonych analiz wykazano nieznaczną zależność między sytuacją finansową CD Projekt a kształtowaniem się przychodów na rynku gier wideo w Polsce w 2015 roku. Charakterystyka rynku gier wideo w Polsce ukazała dużą popularność e-sportu oraz wysoki potencjał technologii rzeczywistości wirtualnej (virtual reality, VR) i rozszerzonej (augmented reality, AR).
Motivation: Currently produced video games are becoming more and more technologically advanced, which contributes to the intensive development of the video games market. Supplementing the specificity of this market as well as presenting the financial situation of the CD Projekt company operating in this market were the main motive for choosing the subject of the article. Aim: The aim of the article is to characterize the video games market in Poland as an example of the creative industry and compare the revenues of this market with financial results of CD Projekt. Materials and methods: In the theoretical part descriptive analysis were used, while in the empirical part comparative analysis. The empirical material consists of KPT, Newzoo and CD Projekt reports. Results: Based on the conducted analysis, it has been shown a small impact financial situation of CD Projekt on the results of video games market in Poland in 2015. The characteristics of the video games market in Poland has shown that the popularity of e-sport is growing and technologies virtual reality (VR) and augmented reality (AR) have high potential.
Źródło:
Catallaxy; 2019, 4, 1; 73-82
2544-090X
Pojawia się w:
Catallaxy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ludyczne, poznawcze, społeczne wartości gier komputerowych w kontekście wyzwań dla organizowania środowiska edukacyjnego dziecka
Ludic, cognitive, social value of computer games in the context of challenges for the learning environment of the child
Autorzy:
Muchacki, Mateusz
Powiązania:
https://bibliotekanauki.pl/articles/452110.pdf
Data publikacji:
2015
Wydawca:
Wyższa Szkoła Gospodarki Euroregionalnej im. Alcide De Gasperi w Józefowie
Tematy:
computer games
online games
values
threats
gry komputerowe
gry sieciowe
wartości
zagrożenia
Opis:
The Internet has set not only a new dimension of virtual entertainment but also a new dimension of virtual education, in which may well serve computer games. In terms of cognitive development are visible positive aspects of computer games. Games stimulate reflexes, hand-eye coordination, improve skills of the player in many other dimensions. Nowadays, virtual entertainment in the “online world” is also a way to communicate with other games participants (for exchange of views and cooperation in the game), capturing trophies (an extra element of competition) and improving the knowledge and skills using online forums or social networking sites. Computer games can also help in the treatment of people who have had serious illnesses, and among other things: the rehabilitation of stroke, the elderly, or people who needed correction of disturbed vegetative functions. It allows to control waves produced by the brain: alpha, beta and delta, thus providing a treatment of such disorders as, among others, ADHD, learning difficulties or other forms of therapy, such as: stress reducing or stimulating of creativity. On the other hand, computer games – especially those with developed social features – creating more and more new threats. This text shows the problems of computer games under their new values and new threats. In addition, it stimulates reflection on the good use of computer games in education and especially in its early stages.
Współczesne pokolenie ludzi (urodzonych po 1980 roku w krajach rozwijających się), którzy już od początku swojego życia otoczeni są zaawansowaną technologią (najczęściej w połączeniu z dostępem do globalnej sieci) M. Prensky (2001) nazywa cyfrowymi tubylcami (digital natives), zaś urodzonych przed 1980 rokiem cyfrowymi imigrantami (digital immigrants). Nie znają oni świata funkcjonującego bez komputerów. W ciągu ostatnich 15 lat obserwuje się coraz większą aktywność w społecznej przestrzeni internetowej (Lubina, 2012, s. 80). Często mówi się o aktywnym bądź biernym sposobie spędzania czasu wolnego. Bierne spędzanie czasu wolnego sprowadza się m.in. do: oglądania telewizji, surfowania po Internecie, gier komputerowych, komunikowania się ze znajomymi przez różne portale internetowe (Antczak, 2014, s. 113).
Źródło:
Journal of Modern Science; 2015, 27, 4; 81-92
1734-2031
Pojawia się w:
Journal of Modern Science
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:
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:
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:
Game Based Worldbuilding: Planning, Models, Simulations and Digital Twins
Autorzy:
Cureton, Paul
Coulton, Paul
Powiązania:
https://bibliotekanauki.pl/articles/41316225.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
city-buiding games
digital games
future scenarios
urban digital twins
urban models
Opis:
Urban planning has been simulated through various city-building games such as The Sumerian Game (1964), SimCity (1989), and Cities: Skylines (2015), amongst many others. Gaming technology has been utilized in 3D GIS, City Information Models (CIMs), and Urban Digital Twins (UDTs) to enhance public participation and engagement in the planning process. This article studies the overlap and ‘game-like’ qualities of these systems and presents an Urban Game Continuum. This interactive tool works in tandem with a taxonomy of city-building games and existing UDTs in order to assist with the design of future systems. A case study imported GeoData from Lancaster, UK, into a games platform. The continuum tool and case study offer new insights into opportunities for the utilisation of game design and gaming technology in urban planning and digital transformation. The article argues that the current use of gaming technology for real-world applications is one-directional and misses opportunities to include digital game design and research, such as mechanics, dynamics, flow, and public participatory world-building for future scenarios. By incorporating these elements, UDT systems could offer higher levels of citizen engagement.
Źródło:
Acta Ludologica; 2024, 7, 1; 18-36
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
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:
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:
Aktualne problemy i wyzwania w branży gier wideo
Current problems and challanges of the video game industry
Autorzy:
Sobociński, Maciej
Chłąd, Mateusz
Lewandowska, Kinga
Powiązania:
https://bibliotekanauki.pl/articles/590204.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
Atari
Electronic Arts
Gry komputerowe
Gry wideo
Kryzys
Computer games
Crash
Video games
Opis:
W świetle licznych zmian, które w ostatnim czasie przechodzi branża gier wideo, wielu obserwatorów porównuje obecną sytuację do kryzysu z 1983 r. Celem artykułu jest analiza porównawcza aktualnego stanu branży gier wideo i transformacji, które przechodzi, z wcześniej występującymi załamaniami rynku. Autorzy na podstawie badań literaturowych analizują przyczyny przeszłych kryzysów branży, a następnie, opierając się na wieloletnich obserwacjach branży i rozmowach z jej przedstawicielami, omawiają obecną sytuację. Artykuł kończy dyskusja nad prawdopodobieństwem wystąpienia kolejnego kryzysu.
With many changes the video game industry had to face in recent years, many observers compare its current state to the crash of 1983. The goal of this article is comparative analysis of the current situation of the video game industry and its transformations with past crises. Authors explore the reasons of historical crashes through literature study. Based on many years of observation of the industry and interviews with its representatives, its current state is highlighted. The article ends with a discussion concerning the probability of another crash.
Źródło:
Studia Ekonomiczne; 2016, 254; 190-199
2083-8611
Pojawia się w:
Studia Ekonomiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Subject in Times of Media and Social Change. The Analytic Potential of the Mediatization Approach Using the Case of Retro Gaming
Autorzy:
Wimmer, Jeffrey
Powiązania:
https://bibliotekanauki.pl/articles/2015071.pdf
Data publikacji:
2020
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
mediatization
nostalgia
retro games
subjectivation
Opis:
The study focuses on the question of the mediatized constitution of subject and subjectivity, which, surprisingly, has received little attention so far. The analytical reference to the mediatization approach enables a holistic understanding of subject, communication and media. Using the empirical example of the media (sub)culture of retro games, this article empirically examines the extent to which computer gamers are influenced by the spaces of experiences of games, not only in the moment of playing them, but also in the long term, with regard to their personal development and social community. The findings illustrate two dimensions of subjectivation processes: on the one hand, the reflective handling of computer games and thus subjectivation through games and game contexts, on the other hand, the nostalgic recollection of specific games and game contexts, which can be clearly separated analytically from the first dimension.
Źródło:
Mediatization Studies; 2020, 4; 25-40
2451-1188
Pojawia się w:
Mediatization Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gra w baśnie. O relacji baśni i gier wideo
Game of fairytales. About the relations between fairytales and video games
Autorzy:
Polachowska, Agnieszka
Powiązania:
https://bibliotekanauki.pl/articles/1041753.pdf
Data publikacji:
2017-09-28
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
fairytale
video games
genre
genology
Opis:
The article presents the new-founded relations between the genre of fairytale and its representations in video games. Following the concept of multimedia genres created by Edward Balcerzan, the article demonstrates a holistic view of the term “genre”. It combines it with the media theory by Krzysztof Kozłowski, which emphasizes social connotations of each medium and their ability to represent different genres. On the other hand, each and every genre can manifest itself through various media that enables mutual development. This theory finds its reflection in the analysis of the above-mentioned relations. The author applies the theoretical tools used for the analysis and interpretation of literary fairytales to video games based on the fairytale motifs. Two chosen examples, Trine  by the Frozenbyte studio and Brothers: A Tale of Two Sons  by the Starbreeze studio, represent not only a new way to fulfill the potential of the genre, but also innovative solutions in the evolution of gaming.
Źródło:
Poznańskie Studia Polonistyczne. Seria Literacka; 2017, 30; 277-295
1233-8680
2450-4947
Pojawia się w:
Poznańskie Studia Polonistyczne. Seria Literacka
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:
A note on on-line Ramsey numbers for quadrilaterals
Autorzy:
Cyman, J.
Dzido, T.
Powiązania:
https://bibliotekanauki.pl/articles/255268.pdf
Data publikacji:
2014
Wydawca:
Akademia Górniczo-Hutnicza im. Stanisława Staszica w Krakowie. Wydawnictwo AGH
Tematy:
Ramsey theory
on-line games
Opis:
We consider on-line Ramsey numbers defined by a game played between two players, Builder and Painter. In each round Builder draws an the edge and Painter colors it either red or blue, as it appears. Builder’s goal is to force Painter to create a monochromatic copy of a fixed graph H in as few rounds as possible. The minimum number of rounds (assuming both players play perfectly) is the on-line Ramsey number (H) of the graph H. An asymmetric version of the on-line Ramsey numbers r(G,H) is defined accordingly. In 2005, Kurek and Ruciński computed r(C3). In this paper, we compute r(C4,Ck) for 3 ≤k ≤ 7. Most of the results are based on computer algorithms but we obtain the exact value r(C4) and do so without the help of computer algorithms.
Źródło:
Opuscula Mathematica; 2014, 34, 3; 463-468
1232-9274
2300-6919
Pojawia się w:
Opuscula Mathematica
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:
The manifestation of disturbing behavior on adolescents as a result of using violent video-games
Autorzy:
Papa Gusho, Leticja
Mitrushi, Marsela
Powiązania:
https://bibliotekanauki.pl/articles/1036812.pdf
Data publikacji:
2017
Wydawca:
Academicus. International Scientific Journal publishing house
Tematy:
video-games
teenagers
aggressive behavior
Opis:
The use of violent video-games among teenagers is becoming undisputed. The goal of this study is identifying the video-game typology played by teenagers in two most important High Schools in the two most important cities of Albania and present the effect of this video-games. There were twenty-six participants in this study, all students in the tenth grade.  Of these selected students, sixteen were boys and ten were girls. For selecting the participants in the study, it was used the accidental sampling method and for the data collection it was used the semi-structured interviews. Thematic analysis is used to analyze the data collected.  One of the most interesting findings of this study is that the use of violent video-games can cause a remodeling in teenager’s behavior, accompanied by a psychological vitality, which in many cases could be negative, especially when this experience is direct. The study doesn’t have a generalizing character.
Źródło:
Academicus International Scientific Journal; 2017, 16; 113-121
2079-3715
2309-1088
Pojawia się w:
Academicus International Scientific Journal
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:
Atlantyda jako mit nie-grecki, czyli o mitach w kulturze popularnej
Is Atlantis still a Greek myth − mythology in popular culture
Autorzy:
Czarcińska, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/967125.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
mythology
popular culture
video games
Opis:
The article focuses on the issue of reception of ancient myths in popular culture. As popular culture is known for vast use of different ancient myths in many productions, the question may be raised, if they can be still named as ‘ancient’. With the example of the drowned peninsula of Orr in Guild Wars video games, which is compared with the Atlantis isle of Plato, the article proves that despite structural similarity of the story, these two are different myths. The myth of Atlantis is shaped by the Greek culture, which is oriented on the past, with strong conviction that the human race is heading towards destruction. The story of Orr reflects immersion in present time and the need to bury the past once and forever. Therefore, popular culture creates its own mythology, which is named as the mythology of popular culture.
Źródło:
Collectanea Philologica; 2015, Numer specjalny
1733-0319
2353-0901
Pojawia się w:
Collectanea Philologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Assessment of Knowledge and Attitude in the Field of Doping in Young Athletes of Team Games
Autorzy:
Duda, Henryk
Stuła, Aleksander
Powiązania:
https://bibliotekanauki.pl/articles/2026888.pdf
Data publikacji:
2022-03-31
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
doping
youth
sports games
knowledge
Opis:
Contemporary sport is becoming more and more commercialized, hence the players strive to win at all costs, and to achieve this goal, they consider all means to be allowed. In order to be constantly on top, competitors change their training methods, use various aids, and finally direct their interests towards doping. Doping is considered to be the use of substances and all means intended to artificially increase physical fitness during sports competitions, which may be harmful to the ethics of sport or cause mental and physical harm to athletes. The aim of the research is to assess the knowledge of the problem and attitudes of young people practicing sports games towards the dangers of doping. Assessment of knowledge on the effects of the use of illicit means, and analysis of opinion on the use of doping and strengthening mechanisms for the adoption of pharmacological agents. Research on the knowledge about the use of support measures and doping in sport was carried out among talented youth practicing team sports games in randomly selected clubs of Małopolska, Silesia, Podkarpacie and Opole. Continuation studies were conducted in 2018-2020, they covered 60 girls and 60 boys, aged 16 years. The research was carried out using a questionnaire, the questions of which concerned the following problems: knowledge of the essence of sports doping, the relationship between doping and the principle of fair play in sport, support used in physical recreation, reasons for the use of doping, moral and criminal liability in the use of doping. When analyzing the results of the research, it should be noted that the use of doping in sport is negatively perceived by the examined youth. However, it can be assumed that the knowledge about the support and the problem of doping in sport is insufficient. Setting the main goal - sports success and the related financial rewards, as well as the willingness to be the best in the opinion of the respondents may narrow the boundaries, which may facilitate the decision to use support and doping. These observations seem to be very disturbing, as the analysis of research data concerns young people practicing sports at the stage of education and the utilitarian nature of physical activity.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2022, 37; 57-63
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
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:
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:
The first player wins the one-colour triangle avoidance game on 16 vertices
Autorzy:
Gordinowicz, Przemysław
Prałat, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/743731.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Zielonogórski. Wydział Matematyki, Informatyki i Ekonometrii
Tematy:
triangle avoidance game
combinatorial games
Opis:
We consider the one-colour triangle avoidance game. Using a high performance computing network, we showed that the first player can win the game on 16 vertices.
Źródło:
Discussiones Mathematicae Graph Theory; 2012, 32, 1; 181-185
2083-5892
Pojawia się w:
Discussiones Mathematicae Graph Theory
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Convergence in Digital Games: A Case Study of League of Legends
Autorzy:
Škripcová, Lucia
Powiązania:
https://bibliotekanauki.pl/articles/41308234.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
audience
convergence of digital games cross-media
digital games
League of Legends
media convergence
Opis:
The study deals with content media convergence, i.e. the fragmentation of media into different forms and formats in order to reach new audiences. The main thesis is that this form of convergence, which has been observable in the media segment over the last decades, has in recent years started to be deliberately and purposefully implemented in the digital games segment as well, and game studios are trying to reach audiences that are not players of the original game from which the media content converged through the creation of media content. However, not in order to attract them to play the game, which could be considered a classic marketing strategy, but in order to create a narrative and intermedia universe from which each converged part can have a separate audience, for which it is not necessary to know the whole universe. The study proves this through a case study of the game League of Legends by the game studio Riot Games and on the contents that converged from the game, through a discursive content analysis in the categories of gaming segment, audio-visual contents, music, social networks and other contents. The study concludes that the analysis supports the thesis that League of Legends converges and is able to fully reach non-gamer audiences.
Źródło:
Acta Ludologica; 2022, 5, 2; 86-103
2585-8599
Pojawia się w:
Acta Ludologica
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:
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:
Dimension, egalitarianism and decisiveness of European voting systems
Autorzy:
Carreras, F.
Freixas, J.
Magaňa, A.
Powiązania:
https://bibliotekanauki.pl/articles/969069.pdf
Data publikacji:
2016
Wydawca:
Politechnika Wrocławska. Oficyna Wydawnicza Politechniki Wrocławskiej
Tematy:
voting systems
simple games
weighted majority games
Shapley–Shubik power index
dimension
egalitarianism
decisiveness
Opis:
An analysis of three major aspects has been carried out that may apply to any of the successive voting systems used for the European Union Council of Ministers, from the first one established in the Treaty of Rome in 1958 to the current one established in Lisbon. We mainly consider the voting systems designed for the enlarged European Union adopted in the Athens summit, held in April 2003 but this analysis can be applied to any other system. First, it is shown that the dimension of these voting systems does not, in general, reduce. Next, the egalitarian effects of superposing two or three weighted majority games (often by introducing additional consensus) are considered. Finally, the decisiveness of these voting systems is evaluated and compared.
Źródło:
Operations Research and Decisions; 2016, 26, 2; 31-52
2081-8858
2391-6060
Pojawia się w:
Operations Research and Decisions
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Mikrotransakcje i DLC jako forma monetyzacji gier wideo
Microtransactions and DLCs as a form of video game monetization
Autorzy:
Jatkiewicz, Przemysław
Mieczkowski, Łukasz
Powiązania:
https://bibliotekanauki.pl/articles/18104541.pdf
Data publikacji:
2023-01-13
Wydawca:
Szkoła Główna Handlowa w Warszawie. Kolegium Zarządzania i Finansów
Tematy:
video games
microtransactions
game distribution
computer games
gry wideo
gry komputerowe
dystrybucja gier
mikrotransakcje
Opis:
W artykule zaprezentowano badania związane z dodatkową formą uzyskiwania przychodów z gier komputerowych, jakimi są mikrotransakcje oraz DLC. Ankietowano polskich graczy w celu określenia ich skłonności do ponoszenia kosztów zakupu dodatków do gier. Na podstawie wstępnych obserwacji forów internetowych postawiono hipotezę, że stosunek ten jest negatywny oraz uzależniony od płci, wieku i wykształcenia graczy. Hipoteza ta została tylko częściowo potwierdzona. Gracze nie są skłonni wydawać pieniędzy jedynie na dodatki do gier na platformę mobilną. Stwierdzono też statystycznie istotną zależność wspomnianej skłonności od płci.
The article presents the research results related to an additional form of obtaining revenues from computer games, which are microtransactions and DLC. Polish players were surveyed to determine their propensity to bear the costs of buying game add-ons. Based on preliminary observations of online forums, it was hypothesized that this relationship is negative and depends on the gender, age, and education of the players. This hypothesis has only been partially confirmed. Players are not willing to spend money only on game add-ons for the mobile platform. A statistically significant dependence of this tendency on sex was also found.
Źródło:
Studia i Prace Kolegium Zarządzania i Finansów; 2022, 185; 69-83
1234-8872
2657-5620
Pojawia się w:
Studia i Prace Kolegium Zarządzania i Finansów
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Między realnością a wirtualnością. Wykorzystanie fotogrametrii w grze wideo Zaginięcie Ethana Cartera
From reality to virtuality: the use of photogrammetry in the video game The Vanishing of Ethan Carter
Autorzy:
Sikorska, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/923082.pdf
Data publikacji:
2018-04-26
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
photogrammetry
video games
digital games
immersion
poetics of video games
reality
virtuality
virtual reality
digital technology
The Vanishing of Ethan Carter
The Astronauts
Opis:
Today we are seeing significant technological progress in the context of imitating reality. One technology which emulates our reality in comprehensive way is photogrammetry. The aim of the article is to illustrate the using of photogrammetry in the context of video games. The main part of the text is an analysis of The Vanishing of Ethan Carter (The Astronauts, 2015). The authors of this video game decided to apply photogrammetry in order to display vast spaces in which an avatar is moving. I indicate that such an implementation not only creates a reliable illusion of reality, but also crucially affects video games’ poetics and narration.
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:
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:
Recenzja książki Joanny Pigulak „Gra w film. Z zagadnień relacji między filmem i grami wideo”, Universitas, Kraków 2022
Autorzy:
Prajzner, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/26072294.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
computer games
cinema
interface
immersion
interactivity
Opis:
What is the relationship between computer games and cinema? Why computer games tend to employ camera movement, shot-selection and framing similar to that used in the cinema? To what extent, though, is it useful to look at games more closely in the light of cinema? These are the central organising questions of Joanna Pigulak’s 2022 monograph Gra w film. Z zagadnień relacji między filmem i grami wideo. The book focuses very much on film-like quality of graphics and genres of computer games and explores the extent to which the tools of film analysis can be applied to them. The book argues persuasively that likeness between cinema and games is the reason for calling games virtual reality, what makes the main framework somewhat debatable. Pigulak’s great strength is in analysing fragments of computer games and demonstrating how differences between cinema and games are allowing for defining new qualities of interactive texts even when fundamentally similar building blocks are involved.
Źródło:
Replay. The Polish Journal of Game Studies; 2022, 9, 1; 59-64
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zamieszkując wirtualne światy
Dwelling in Virtual Worlds
Autorzy:
Kłosiński, Michał
Powiązania:
https://bibliotekanauki.pl/articles/534753.pdf
Data publikacji:
2017
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
video games
virtual worlds
dwelling
presence
Opis:
The article explores the paradox of simultaneous coexistence in two worlds. It raises questions concerning Martin Heidegger’s notion of dwelling understood as constructing, building and managing both virtual and real spaces. The main thesis of the article is that it is impossible to reconcile the world of being with the virtual presence in the world of video games arising from human finitude: being toward death. The article also attempts at answering the question about the manner in which (in the framework of virtual dwelling) the narrative identity is constructed in games and about the role of imagination in media theatrics of game players’ activities. 
Źródło:
Śląskie Studia Polonistyczne; 2017, 9, 1; 69-88
2084-0772
2353-0928
Pojawia się w:
Śląskie Studia Polonistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry planszowe jako element wspomagania terapeutycznego osoby z mózgowym porażeniem dziecięcym
Board Games as a Therapeutic Support for People with Cerebral Palsy
Autorzy:
Waryszak, Małgorzata
Powiązania:
https://bibliotekanauki.pl/articles/667497.pdf
Data publikacji:
2018
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
cerebral palsy
board games
therapeutic support
Opis:
Cerebral palsy is a set of symptoms caused by the damage of the central nervous system during its development. People affected by cerebral palsy require care from a multidisciplinary team of therapists. The positive impact of the people close to a patient plays a crucial role. Since playing board games is a popular leisure activity, this article aims at encouraging people to engage a disabled person in this form of entertainment. The conclusions are based on the observations made by the author, who has worked with people affected by cerebral palsy for several years.
Źródło:
Logopedia Silesiana; 2018, 7; 255-269
2300-5246
2391-4297
Pojawia się w:
Logopedia Silesiana
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The views of selected authors on the concept of the game
Poglądy wybranych autorów odnośnie do koncepcji gry
Autorzy:
Bajon, Tomasz
Powiązania:
https://bibliotekanauki.pl/articles/592890.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
Games
Math
Simulation
Gry
Matematyka
Symulacja
Opis:
As many people around the world, as many games does it exist. Asking few people what the term ‘game’ does mean, what kind of games do they know, we would become the same amount of answers. This suggests, that the term “game” is either well known, either good defined. However the field of science in games is evolving, new types of games come into existence, there is a lack of one game definition. To investigate this issue, I researched the evolution of primary game definition in math, through manager simulating games, strategy games up to the interactive games. This paper presents the overview of many games types that were created during the time.
Tyle ile ludzi jest na świecie, tyle istnieje gier. Gdyby zapytać, co oznacza sam termin „gra”, jakie są jej rodzaje, otrzymałoby się taką samą liczbę odpowiedzi jak liczba pytanych. To sugeruje, że samo sformułowanie „gry” nie jest ani dobrze znane, ani dobrze zdefiniowane. Pomimo tego iż na polu naukowym gry są rozwijane, powstają nowe ich typy, brakuje jednej konkretnej definicji gry. Aby zbadać tę kwestię, prześledziłem ewolucję terminu „gra” od podstawowej definicji matematycznej aż po gry menedżerskie, strategiczne i symulacyjne. W artykule zaprezentowano przegląd wielu typów gier, które powstały w ciągu lat.
Źródło:
Studia Ekonomiczne; 2015, 234; 21-31
2083-8611
Pojawia się w:
Studia Ekonomiczne
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:
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:
EXPLORING CHALLENGES IN AUSTRALIAN PHYSICAL EDUCATION CURRICULA PAST AND PRESENT
Autorzy:
Pill, Shane
Powiązania:
https://bibliotekanauki.pl/articles/449184.pdf
Data publikacji:
2016
Wydawca:
Politechnika Opolska. Wydział Wychowania Fizycznego i Fizjoterapii
Tematy:
Physical education
sport
games
design
models
Opis:
Australian physical education (PE) is experiencing its second national curriculum reform attempt, with schools around the country at various stages of exploration and implementation of the Curriculum for Health and Physical Education (Australian Curriculum and Assessment Authority, 2014). This paper explores some of the challenges in physical education curriculum implementation past and present. The PE teacher is explained as the key architect of curricula at the school level and therefore the challenge of new curriculum implementation is not so much in the ‘rolling out’ of the artefact but in developing the subject expertise of PE teachers to be able to bring to life the curriculum expectation in the situated realities of the everyday pragmatics of the PE teacher. Principally, I argue the PE teacher must see their role as that of educational designer.
Źródło:
Journal of Physical Education & Health - Social Perspective; 2016, 5, 7; 5-17
2084-7971
Pojawia się w:
Journal of Physical Education & Health - Social Perspective
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Establishing the Bank Rates with Using of Statistical Methods
Ustalanie bankowych stóp procentowych z wykorzystaniem metod statystycznych
Autorzy:
Domański, Czesław
Kondrasiuk, Jarosław
Powiązania:
https://bibliotekanauki.pl/articles/905264.pdf
Data publikacji:
2003
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Analytic Hierarchy Process
games with nature
Opis:
In our article we would like to propose some statistical solution to the problem of the changing the rales of bank products (deposits and loans) afler appearing market destabilisation factor such as changing the Central Bank loan rates. Due to the complexity of the problem we will focus on two alternative ways: application of game theory and application of Analytic Hierarchy Process (AHP). We will treat the described problem as a game with nature - with a goal of finding an optimal solution. Showing the application of the AHP method we will propose the use of a procedure based on two semi-dependant AHP models.
W pracy rozważany jest problem ustalania w sposób optymalny bankowych stóp procentowych. Do tego celu wykorzystano metodę optymalizacji wielokryterialnej (Analityczny Proces Hierarchiczny) oraz niektóre procedury teorii gier.
Źródło:
Acta Universitatis Lodziensis. Folia Oeconomica; 2003, 164
0208-6018
2353-7663
Pojawia się w:
Acta Universitatis Lodziensis. Folia Oeconomica
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:
The Inclusion of Women’s Boxing in the Olympic Games: A Qualitative Content Analysis of Gender and Power in Boxing
Autorzy:
Tjønndal, Anne
Powiązania:
https://bibliotekanauki.pl/articles/2107169.pdf
Data publikacji:
2016-07-31
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Boxing
Gender
Power
Foucault
Olympic Games
Opis:
This article utilizes Foucault’s theoretical perspective of modern power and constructivist perspectives of gender to examine relations of power and gender in boxing. The aim of this paper is to explore how and in what ways constructions of gender are linked to relations of power in international amateur boxing. Further, what implications the interplay between gender and power might have for female boxers. In order to identify relations of power between men and women in boxing, a series of online texts depicting the process of including women’s boxing in the Olympic Games (2009-2012) is analyzed and discussed. To investigate what implications these gendered power relations might have for female boxers today, AIBA’s recent provisional suspension of the Norwegian Boxing Federation is examined. A content analysis strategy was chosen as my analytical approach (Titscher et al. 2000), where the data material consisted of 67 online texts of which 23 were analyzed in-depth. The analysis of the material illustrates how an attempt to implement feminine outfits for female boxers in the Olympic Games was used as a gender-marking strategy in international boxing. This is further related to power by arguing that AIBA’s need to distinguish female boxers from male boxers was an attempt to make the women adhere to traditional norms of femininity (Hovden 2000; van Ingen and Kovacs 2012). Furthermore, the analysis of the material indicates that men’s boxing is valued as superior to women’s boxing and that these gendered power relations in boxing manifest themselves through their effects on women’s boxing.
Źródło:
Qualitative Sociology Review; 2016, 12, 3; 84-99
1733-8077
Pojawia się w:
Qualitative Sociology Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gender, Stress, Satisfaction, and Persistence: The Complex State of Digital Games as Leisure
Autorzy:
Tomlinson University of California, School of Social Sciences, Christine
Powiązania:
https://bibliotekanauki.pl/articles/2150904.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
gender
persistence
qualitative
stress
Opis:
Digital games have long been investigated for links to negative influences, but they exert a range of impacts on players. A variety of factors can contribute to stressful experiences in play, including game content, player interactions, and gender. This project uses qualitative methods to better understand how players experience and perceive these stressors and why they persist despite them. There are a surprising number of ways that players’ experiences align in spite of gender. Players encounter stress with both design and social experiences, are inclined to “rage quit” if stressors are substantial enough, and are increasingly averse to toxic communities. However, there are also gender-specific experiences. Men are much more concerned with the skillsets of other players, while women worry about their own performance. Further, these experiences of stress complicate our understandings of distress and eustress, with players less motivated by stressors than they are by the anticipated future relief from distress.
Źródło:
Acta Ludologica; 2022, 5, 1; 42-58
2585-8599
Pojawia się w:
Acta Ludologica
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:
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:
The growth of the gaming industry in the context of creative industries
Rozwój sektora gamingu w kontekście przemysłów kreatywnych
Autorzy:
Rykała, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/1182013.pdf
Data publikacji:
2020
Wydawca:
Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Tematy:
creative industries
innovation
computer games
computer games industry
przemysły kreatywne
innowacyjność
gry komputerowe
sektor gier komputerowych
Opis:
Artykuł ma charakter teoretyczny, natomiast jego celem jest próba dokonania przeglądu badań oraz literatury w dziedzinie przemysłów kreatywnych z uwzględnieniem sektora gier komputerowych, a także zdefiniowanie potencjalnych badań, w tym uwzględniających e-sport. W tekście przedstawiono, czym są przemysły kreatywne, jak wygląda oraz czym charakteryzuje się branża gier komputerowych, ukazano, jak rozwija się rynek gier komputerowych na świecie i w Polsce, a także zaprezentowano przykładowe kierunki badań prowadzonych w ramach sektora gier. W ramach badań przeprowadzone zostały studia literaturowe w głównej mierze skupiające się na zagadnieniach z dziedziny gospodarki kreatywnej oraz sektora gier komputerowych. W tekście podjęto próbę analizy rynku gier komputerowych na świecie oraz w Polsce na podstawie danych pozyskanych z krajowych i międzynarodowych raportów.
Źródło:
Biblioteka Regionalisty; 2020, 20; 124-136
2081-4461
Pojawia się w:
Biblioteka Regionalisty
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Watch a Film, Play a Game – Play a Film, Watch a Game: Notes on the ‘Intermedia- Presence’ of Digital Games in Cinema
Autorzy:
Boszorád, Martin
Powiązania:
https://bibliotekanauki.pl/articles/485052.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
experience, film
intermedia
intermediality
Opis:
The present study does not approach digital games per se and in accordance with the, so to speak, matter-of-course habitus, i. e. within the frame of game studies discourse (regardless of the ludology-narratology debate and probably even continuing tension), but rather in a wider cultural context and that by following essentially their relations to other cultural contents and phenomena, cinema in particular. Hence the intermediality discourse is within the pursued reflection applied as, from the point of view of the author, a fruitful framework. Intermediality can be legitimately approached as such a relation between media which, as Petr Szczepanik puts it, 'creates indivisible fusions'. If we accept this thesis and utilize it as a starting point, film – connecting image, word and sound – appears to be intermedial apriori. On the basis of this and in connection with digital games (which, by the way, can be in terms of the aforementioned understood as intermedial a priori, too), such cinematic works of art – naturally, pars pro toto – are in the centre of interest here in which the a priori intermedial character of film is in a sense amplified or rather brought to a square (film as 'intermedium') – in this case and context by evincing ties, implicit and/or explicit, to digital games.
Źródło:
Acta Ludologica; 2020, 3, 1; 4-17
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Nostalgia as [Un]Serious Emotion: Games and Toys in Everyday Narrative Practices about Childhood
Nostalgija kao (ne)ozbiljna emocija: igre i igračke kao podobjekt nostalgije u svakodnevnim narativnim praksama o djetinjstvu
Autorzy:
Dimkov, Marijana
Marković, Jelena
Powiązania:
https://bibliotekanauki.pl/articles/636006.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
personal narratives
childhood
nostalgia
games
toys
Opis:
This paper analyzes the contemporary context of nostalgia, recollection and narration of childhood events on the basis of field notes collected by means of different methodological techniques. The narrative quest for the past produces interpretations of past events and experiences and opens the space to the feeling of nostalgia, or nostalgic stories. This paper aims to present a small portion of the captured everyday life in which games and toys appear as any other subobject or pseudoobject of nostalgia, but with a distance from one’s own childhood experience. We utilize Donald Braid’s approach which opens the space for observing the transmission of oral personal narratives and the transmission of emotions in and through language.
Źródło:
Poznańskie Studia Slawistyczne; 2015, 9; 223-238
2084-3011
Pojawia się w:
Poznańskie Studia Slawistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Diversities in use of computer games and toys in education process
Zróżnicowanie w wykorzystaniu gier komputerowych i zabawek w procesie edukacji
Autorzy:
Jakubowski, M.
Maciąg, G.
Majcher, J.
Powiązania:
https://bibliotekanauki.pl/articles/395693.pdf
Data publikacji:
2012
Wydawca:
Stowarzyszenie Inżynierów i Techników Mechaników Polskich
Tematy:
edukacja
gry
zabawki
education
games
toys
Opis:
The presented article reveals suggestions and possibilities of employing the most mo-dern technologies in the process of child's growth. The present world enables of games, computer multi-programmes, toys and it is very essential to apply them for educational reasons or coping with inner conflictsof moral nature. The latter and the like problems appear in interactions with other people. With the help of properly designed 'aids' it is possible to create such a 'laboratory' or workplace that enables children, during its functioning, to experience essential problems in their development not necessarily staying with live people knowledge simultaneously.
W artykule przedstawiono propozycję i możliwości wykorzystania nowoczesnych technologii w procesie rozwoju dziecka. W dzisiejszym świecie można posługiwać się różnymi grami, oprogramowaniem, komputerami, zabawkami, przy czym istotne jest ich użycie w celu edukacji oraz radzenia sobie z konfliktamiwewnętrznymi natury moralnej. Stosowanie odpowiednio zaprojektowanych "pomocy" edukacyjnych może zapobiec problemom (konfliktom)zachodzącym w relacjach między ludźmi. Odpowiedni warsztat pracy (laboratorium) umożliwia dzieciom nie tylko nabycie odpowiedniej wiedzy, ale także odczuwanie ważnych rozwojowo wydarzeń i relacji, niekoniecznie będąc w towarzystwie z innymi ludźmi.
Źródło:
Postępy Nauki i Techniki; 2012, 13; 135-141
2080-4075
Pojawia się w:
Postępy Nauki i Techniki
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:
Brzemię interaktywności – erotyka i seksualność w grach komputerowych
The burden of interactivity – eroticism and sexuality in computer games
Autorzy:
Cielecka, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/973200.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
erotica
sexuality
interactivity
QTE
mainstream games
Opis:
Sexuality tends to find its way through all media, video games included. Yet, in-game erotica rarely varies from safe and tamed ways of depicting sexual intercourse typical of other audiovisual media. Something unique for computer games alone is that the productions containing interactive erotic scenes are very scarce. The aim of this paper is to analyse the most common examples of these, in order to produce a common set of scientific problems, which may form the basis for further research.
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:
Differences in Self-Evaluation of Female and Male Students Concerning the Motives for Playing Online Video Games
Autorzy:
Ružić-Baf, Maja
Radetić-Paić, Mirjana
Debeljuh, Andrea
Powiązania:
https://bibliotekanauki.pl/articles/2028728.pdf
Data publikacji:
2014-03-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
online video games
students
gender
motive
Opis:
The paper aims at determining the differences in self-evaluation of the motives for playing online video games among university students. The presence of differences between the two genders was built on the assumption that in our cultural environment various gender roles, such as rebellion, non-conformity and refusal to comply with norms, are more typical of the male gender role, and also when it comes to playing online video games. The results of the survey have shown that there are differences between female and male students concerning the motives for playing online video games, which suggests the need to record these indicators, in particular the negative ones, within the university environment.
Źródło:
The New Educational Review; 2014, 35; 202-211
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Development of a Home Cognitive Stimulation Package for 2–3-Year-Old Children
Autorzy:
Suardi, -
Bundu, Patta
Anshari, -
Samad, Sulaiman
Powiązania:
https://bibliotekanauki.pl/articles/1967767.pdf
Data publikacji:
2019-03-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
cognitive stimulation
childcare
children’s games
Opis:
The presented study aimed to develop a cognitive stimulation package for 2–3-year-old children and examine the effectiveness of the product in facilitating children’s cognitive development at home. The study consisted of six phases, namely analysis, design, prototype development, formative evaluation, implementation, and summative evaluation. The analysis phase of this study involved 147 mothers and 3 experts. The participants in the formative evaluation phase consisted of 10 mothers, while the participants in the implementation and summative evaluation stages consisted of 20 mothers. The results of the experts’ and target users’ assessments suggest that the cognitive stimulation package developed in this study is valid and practical. In addition, the stimulation package has also been proven effective in facilitating the cognitive development of 2–3-year-old children at home.
Źródło:
The New Educational Review; 2019, 55; 208-219
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Porównanie możliwości środowiska Unity oraz LibGDX w kontekście tworzenia gier komputerowych
Comparison of capabilities of the Unity environment and LibGDX in terms of computer game development
Autorzy:
Kosidło, Piotr
Kowalczyk, Karol
Badurowicz, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/2055129.pdf
Data publikacji:
2021
Wydawca:
Politechnika Lubelska. Instytut Informatyki
Tematy:
Unity
LibGDX
gry komputerowe
computer games
Opis:
W ramach pracy nad artykułem stworzone zostały dwie gry 2D - jedna przy użyciu środowiska Unity oraz druga przy użyciu LibGDX. Szczególną uwagę w pracy poświęcono porównaniu wydajności obu gier. W tym celu przeprowadzo-no badania, które miały na celu określenie, która z gier ma lepszy wpływ na zużycie zasobów procesora oraz pamięci RAM. Poświęcono również uwagę wsparciu społeczności dla obu narzędzi oraz komfortowi programisty podczas pracy w obu wspomnianych narzędziach. Wyniki badań wydajności sugerują, że LibGDX może być lepszym wyborem do tworzenia niewielkich projektów, których priorytetem jest wydajność. Na korzyść Unity przemawia jednak wsparcie społeczności oraz komfort korzystania z tego środowiska i brak konieczności korzystania z programów zewnętrznych.
As part of the work on the article, two 2D games were created – one based on the Unity environment and the other based on LibGDX. Main focus in the work was to compare the performance of both games. For this purpose, research was carried out to determine which game has a better impact on the usage of CPU and RAM resources. Attention was also paid to community support for both tools and the programmer’s comfort during the work in both of these tools. The results of the performance studies suggest that LibGDX may be a better choice for creating small projects where performance is a priority. However, the support of the community and the comfort of working with the environment and the lack of need to use external programs speak in favor of Unity.
Źródło:
Journal of Computer Sciences Institute; 2021, 21; 324--329
2544-0764
Pojawia się w:
Journal of Computer Sciences Institute
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Third time lucky: An analysis of Paris’ bids for the Olympic Games in 2008, 2012 and 2024
Autorzy:
Jastrząbek, Julia
Powiązania:
https://bibliotekanauki.pl/articles/2207115.pdf
Data publikacji:
2023-02-17
Wydawca:
Uniwersytet Ekonomiczny w Poznaniu
Tematy:
Olympic Games
Paris
urban development
strategy
Opis:
The Olympic Games has become a unique occasion to implement several projects aimed at upgrading public infrastructure and improving the economic performance of the host city. Thus, some cities are so determined to host the Olympics that they decide to bid multiple times. One of the examples of such a city is Paris, which since the 2000s has submitted its bids three times, for 2008, 2012, and 2024, of which the last attempt turned out to be successful. Based on the above, the main aim of this article is to present the trajectory of changes and developments made by the three successive bid attempts, with an emphasis on the latest successful campaign. This study demonstrates that there are some recurrent ideas, projects, and plans shared by each bid with some modifications to emphasize their uniqueness, novelty, and up-to-date approach. In some aspects, the Paris 2024 bid builds on its previous candidature from 2012 in the field of long-term legacy effects and sustainability. Therefore, there is a consistent action taken by the bid managers and city authorities in terms of using the Olympic Games as a tool for urban regeneration and sports development.
Źródło:
Research Papers in Economics and Finance; 2022, 6, 2; 86-106
2543-6430
Pojawia się w:
Research Papers in Economics and Finance
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:
Brand reputation as a critical success factor on the subscription-based gaming market–research results
Autorzy:
Ryczko, Aleksandra
Powiązania:
https://bibliotekanauki.pl/articles/18686328.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
brand reputation
video games
subscription services
Opis:
This study aims to establish the role of a brand reputation as a critical success factor. Although there are studies on brand reputation, none of them focuses on the topic in the context of the subscription-based gaming market. The aim of the study is to establish how opinions of gamers about a game subscription provider and its performance (i.e. brand reputation) impact the success of this brand. An online survey was used as a method. All the findings reveal that the brand with a positive reputation is more successful than the brand with a negative or less positive reputation. Therefore, it may be stated that the positive reputation of a brand providing a video game subscription service supports the success of this service, while the negative reputation may contribute to its failure.
Źródło:
Academic Review of Business and Economics; 2023, 4(1); 35-53
2720-457X
Pojawia się w:
Academic Review of Business and Economics
Dostawca treści:
Biblioteka Nauki
Artykuł

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