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Wyszukujesz frazę "digital games" wg kryterium: Temat


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:
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:
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:
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:
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:
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:
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:
Heroine’s journey to love: Spatial rhetoric in romantic subplots in BioWare’s fantasy RPGs
Autorzy:
Bednorz, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/1955321.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
digital games
digital spaces
love
courtly love
Bioware
Opis:
This article explores the potential of digital games to encode references encompassing specific cultural ideas of romantic love within their spatial structures, thus helping guide the player’s interpretation of romance as they interact with and move through those spaces. It undertakes an analysis of romantic subplots in BioWare’s fantasy role-playing games, specifically those which reappropriate the courtly love trope, and discusses elements of that remediation which rely heavily on spatial metaphors and structures, including the shared experience of heroic journey, the role of questing for the development of romance, and spatial positioning of lovers on the game map. Through its analysis, the article explores how digital games can employ spatial rhetoric while approaching topics of love, and how they are equipped to represent the materiality and spatiality of love and love narratives.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 191-204
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Difficulty as Aesthetic: An Investigation of the Expressiveness of Challenge in Digital Games
Autorzy:
Terrasa-Torres, Mateo
Powiązania:
https://bibliotekanauki.pl/articles/2084144.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
aesthetics
difficulty
digital games
emotions
experience
challenge
Opis:
Difficulty is the personal experience of a subject facing resistance that prevents them from reaching a goal or desired state. It is an experiential part of everyone’s existence. In digital games, difficulty is strongly linked with designed challenges and obstacles that must be overcome by physical effort, manual skills, coordination, and dexterity. But this widespread perspective is a reductionist categorization of the expressive possibilities of difficulty. Because as experiential, difficulty is aesthetic expression and therefore it is much more than the mere skill challenge. The difficulty experience that emerges from an opposing force between object and subject, between game and player, can be interpretive, poetic, narrative, ethical or atmospheric among other expressive forms. Understanding difficulty from these broad parameters, we pose it as an aesthetic expression, which forges multiple experiences at the intersection between mechanics, fiction, and the player’s performance. This study analyses, drawing from philosophy, postphenomenology, and game studies, some aspects of two contemporary games, The Last of Us Part II and Death Stranding from the view of difficulty as aesthetic experience perspective, considering the significant and discursive tensions beyond purely ludic and mechanical elements.
Źródło:
Acta Ludologica; 2021, 4, 1; 94-111
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
ENHANCEMENT OF PERFORMANCE AND MOTIVATION THROUGH APPLICATION OF DIGITAL GAMES IN AN ENGLISH LANGUAGE CLASS
Autorzy:
Wichadee, Saovapa
Pattanapichet, Fasawang
Powiązania:
https://bibliotekanauki.pl/articles/955431.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
gamification
Kahoot
digital games
language learning
motivation
Opis:
The study was conducted to find out what impact a digital game had on students’ learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game Kahoot whereas the control group was taught with the conventional method. Pre-tests, post-tests, and questionnaires on the students’ motivation and attitudes toward gamification in language learning were the instruments used in this study. The data were analyzed using Independent t-tests and One-way Analysis of Covariance. The results revealed statistically significant differences with regard to learning performance and motivation at 0.05. The experimental group obtained higher scores than the control group, and the motivation of students in the experimental group was much higher than that of the control group. In addition, the results of a survey indicated that students had positive attitudes towards application of digital games in language learning.
Źródło:
Teaching English with Technology; 2018, 18, 1; 77-92
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Stereotypical Negative Female Gender Roles in Digital Games
Autorzy:
Baltezarević, Borivoje
Baltezarević, Radoslav
Baltezarević, Vesna
Kwiatek, Piotr
Baltezarević, Ivana
Powiązania:
https://bibliotekanauki.pl/articles/2150958.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
discrimination
female
gender roles
stereotype
Opis:
Digital games represent a new media form dominated by men, either as characters or as players. The perception of digital games as ‘Boys’ Fun’ has been denied by the latest research that points to the fact that women are increasingly accessing this medium. But the analysis of digital games shows that gender roles appear in this media as real-world stereotypes. It means that there is discrimination against women who often have a passive role, whether they appear as victims or as sexual objects. When they are not damsels in distress helplessly awaiting their saviour or playing heroines, then, they are most often portrayed as rebellious beauties with oversized dimensions. The subject of this paper is female representation in digital games. Authors used content analysis of 30 digital games with female protagonists, published at J Station, to examine the female gender roles in such digital games. The aim of the empirical study is to demonstrate that the elements of gender discrimination are present in digital games and that they can lead to the creation of harmful stereotypes against women.
Źródło:
Acta Ludologica; 2021, 4, 2; 42-61
2585-8599
Pojawia się w:
Acta Ludologica
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:
Factors Influencing the Quality of Digital Game Localization
Autorzy:
Kabát, Marián
Powiązania:
https://bibliotekanauki.pl/articles/41310353.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
development
digital games
English
localization
Slovak
variable
Opis:
Software localization is an integral part of a business process as long as a company wants to sell their software products on a global scale. The purpose of the following article is to provide information about some key features of the development and publishing process that have a significant impact on digital game localization from English into Slovak. The selected features are based on a study by M. Kabát on localization aspects of non-gaming software that are here adapted to digital game localization, and on the author’s practical experience. Each key feature is briefly introduced and its impact on digital game localization is described. Where necessary, examples are provided. Other than presenting key features of digital game localization, the intent behind this paper is to spread information on digital game localization as I believe that, e.g., developers should be more informed on this topic to create more effective cooperation with localizers and in that way higher quality localization.
Źródło:
Acta Ludologica; 2023, 6, 1; 84-94
2585-8599
Pojawia się w:
Acta Ludologica
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:
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:
Temporalne aspekty gier cyfrowych
Temporal aspects of digital games
Autorzy:
Kochanowicz, Rafał
Powiązania:
https://bibliotekanauki.pl/articles/1955340.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
digital games
multimodal narratives
time
gameplay
thematization
commercialization
Opis:
Temporal issues related to digital games go beyond the strictly literary or film studies character of the description and implies technological and marketing issues. It can be outlined by referring to the concept of Andrzej Stoff, who analyzed the spatial dimension of the world of the novel (“delineating space”, “creating”, “functionalizing”, “valorising”). Relating these four detailed issues – constituting the basic subject of description, analysis and interpretation – to temporal aspects, it is appropriate to talk about measuring (conventionalizing, relativizing) time, thematizing, functionalizing and valorizing it. Taking into account the above categories, the most typical concretizations of temporal phenomena can be further defined: functional (classic chronometry, clock, server time, time of a running process), gameplay (real time, relativization, quest time, respawn time), thematic concretizations (e.g. retrospection as a compositional dominant of multimodal narratives) and marketing concretizations (commercialization of time).
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 95-111
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Concept of Timelessness Applied to Advergames
Autorzy:
Mago, Zdenko
Powiązania:
https://bibliotekanauki.pl/articles/485101.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
advergames
digital games
history
iconicity
participation
preservation
timelessness
Opis:
Advergames have been appearing alongside digital games since the very beginning. Although they had been originally created as marketing tools, their gaming nature has made from them an important part of digital-gaming industry heritage. At the same time, advergames, which persisted over time, may represent significant advantages for the brands they promote. The aim of the study is an examination of advergames’ timelessness based on a theoretical framework and a qualitative-quantitative content analysis of advergames released across their history up to 2000, taking into account aspects of both digital games’ and advertising timelessness. Besides general popularity, archetypal character, current playability and preservation, the analysis also focuses on the advergame design and brand implementation forms.
Źródło:
Acta Ludologica; 2018, 1, 2; 18-33
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Media Literacy in Digital Games
Autorzy:
Škripcová, Lucia
Powiązania:
https://bibliotekanauki.pl/articles/2150836.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Critical Thinking
Digital Games
Game Literacy
Media Literacy
Opis:
The article focuses on aspects of media literacy in digital games and seeks to answer the question whether digital games can develop players' media competences and, if so, in which areas. The article points out the positive aspects of the player's immersion in digital games as a way to develop competencies without the player realizing it. Through a qualitative content analysis with a focus on media competences, it offers an extensive list of games and the competences found in them. The research included 32 digital games from 1997 to 2022. The decisive criterion was the presence of any media in the game (print, radio, television, internet, advertising, music, etc.) with which the player can interact – i.e. use them (read, listen, watch) or create other media products through them. At the same time it distinguishes between the use of media as a supplementary or entertainment element in games and media work as a direct determinant of the further development of the story or gameplay. The article concludes that digital games can indeed teach media competence without the player realising it, but that this has its limits.
Źródło:
Media Literacy and Academic Research; 2022, 5, 1; 131-140
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Rise of the Cottagecore Game: The Modernity of Digital Gaming and Content Consumption
Autorzy:
Shin, Seunghyun
Powiązania:
https://bibliotekanauki.pl/articles/41307043.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
consumption
cottagecore
digital games
game studies
Marxism
modernity
Opis:
The main aim of this article is to demonstrate that contemporary gamers commit to a political nature of consuming digital game contents to facilitate cultural renewal. In illuminating how the rise of the cottagecore game at the turn of the 2020s has not only been driven by this cultural renewal but also intensified its major trajectories, the study contradicts critical assertions about the inimical relationship between gaming and real life which still remains in mainstream culture. This study aims to continue advancing the practice of game theorists who have shifted academic interest to the relevance of the digital game as a medium by conceptualizing the practice of enjoying a digital game as ‘consumption’ in the fashion defined by K. Marx. Building upon what might be termed an open-world game suggested a contradicting concept of playing a digital game, this study takes Harvest Moon as one of the early examples which inspires the swarming number of cottagecore games in the late 2010s and Stardew Valley and Animal Crossing as representatives of the rise of the cottagecore game, the study will illustrate how the rise of the cottagecore game reveals modernity of contemporary gamers who share a vision of digital game as a uniquely positioned medium for imagining a better world and themselves and, subsequently, facilitating a shift in cultural attitudes in a politically progressive manner.
Źródło:
Acta Ludologica; 2022, 5, 2; 4-17
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Agency, Appropriation, Politics: Three Epistemological Keys Towards an Aesthetics of Play
Autorzy:
Ferreira, Emmanoel
Powiązania:
https://bibliotekanauki.pl/articles/41312304.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
aesthetics
agency
appropriation
digital games
epistemology
play
politics
Opis:
Based on a dialogue with authors of pragmatist philosophy, game studies, and communication, this article intends to understand the relationship between aesthetic experience and ludic media, in particular digital games, in what this relationship distinguishes from the aesthetic experiences provided by different media, such as literature, music, film and the arts in general. To better understand this relationship, we propose the presentation and development of three epistemological axes (or keys), namely: i) aesthetics and agency, ii) aesthetics and appropriation, and iii) aesthetics and politics. Furthermore, this article intends to present and comment on selected works of digital games to illustrate the relationship between play and aesthetic experience in each of those respective axes.
Źródło:
Acta Ludologica; 2023, 6, 2; 62-78
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:
Real-Life Frustration from Virtual Worlds: The Motivational Potential of Frustration
Autorzy:
Balážiková, Magdaléna
Powiązania:
https://bibliotekanauki.pl/articles/485073.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
behaviour
digital games
frustration
locus of control
motivation
Opis:
The presented paper offers a short general introduction to frustration followed by a discourse on frustration as an integral part of gaming experience with the core distinction between positive in-game frustration and negative at-game frustration. The potential of frustration to increase motivation to play, emotional engagement and immersion is outlined. The paper includes comprehensive research using the means of a questionnaire (n=159) and content analysis (n=327) identifying types of frustrating situations in games, perceived sources of frustration, the behavioural impact of frustration and the relationship between locus of control and ascribed source of frustration. Results showed toxic behaviour as a leading cause of frustration. The most common declared behavioural output of frustration caused by the toxic behaviour of other players was quitting a game for a certain amount of time. Frustration showed the most motivational potential within the category of frustrating situations related to gamers e.g. being stuck in a part of the game, losing, not succeeding, etc. At-game frustration concerns mainly the category called the “game itself”. Most often the game was blamed for insufficiencies in game mechanics or game design, malfunctioning and technical issues within the game. The presented research did not show a statistically significant association between the source of frustration and a participant’s locus of control. The paper has potential in terms of game design and research of emotion, motivation or immersion.
Źródło:
Acta Ludologica; 2019, 2, 1; 56-68
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Political Marketing in Digital Games: ‘Game Over’ for Traditional Political Marketing Methods
Autorzy:
Baltezarević, Radoslav
Baltezarević, Borivoje
Baltezarević, Vesna
Kwiatek, Piotr
Baltezarević, Ivana
Powiązania:
https://bibliotekanauki.pl/articles/485083.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
future directions
political marketing
political messages
Opis:
This study focuses on digital games that have become powerful persuasion tools which can be utilized for political marketing purposes. The authors believe that these media have to be thoroughly explored, because of the great potential of these platforms to become very useful tools for setting up political messages and the outreach capacity to the voting segment being difficult to achieve if only traditional media are used. The paper provides a set of theoretical views on political marketing in digital games. There are many examples analyzed in the paper, proving that the techniques of political marketing can create big benefits and that they can help politicians achieve their goals. So, we hypothesized a new phase of political marketing, underpinned by the utilization of digital games. As a methodology, we used content analysis of various digital games. The aim of this paper is to offer a better understanding of the benefits of political marketing campaigns in the digital gaming industry and to explore the role and impact of these techniques, as well as to provide potential future directions of this form of marketing.
Źródło:
Acta Ludologica; 2019, 2, 2; 28-46
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Role of Digital Marketing in the Esports Industry
Autorzy:
Baltezarević, Radoslav
Baltezarević, Vesna
Baltezarević, Ivana
Powiązania:
https://bibliotekanauki.pl/articles/41309902.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
consumers
digital games
digital marketing
eSports industry
eSports influencers
eWOM
Opis:
The eSports industry, supported by the accelerated development of digital technologies, is becoming more and more interesting to companies, as a potential place where products and services can be advertised. Given that consumers, who follow or actively engage in playing digital games and eSports, are mostly younger men, digital marketing strategies seem like a logical choice. This paper provides several theoretical viewpoints on the function of digital marketing in the industry of eSports. The authors attempted to make this topic more accessible to professionals with expertise in this field by assessing the views of 113 respondents and highlighting the possible advantages of adopting digital marketing in the eSports industry. The aim of this study is to show that companies should focus on promoting brands on digital platforms dedicated to eSports, because such activities, which are intended for players and audiences, are generally acceptable activities of business entities. Also, when carrying out brand promotion on these platforms, it is advisable to hire credible eSports influencers on social media to recommend their brands, and ultimately, to support the spread of eWOM about the company’s brand.
Źródło:
Acta Ludologica; 2023, 6, 1; 28-45
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Concept Art: The Essential Part of Visual Pre-production in the Entertainment Industry
Autorzy:
Trnka, Andrej
Engler, Martin
Powiązania:
https://bibliotekanauki.pl/articles/2084133.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
concept art
design
digital games
entertainment industry
fantasy
image
Opis:
The study defines the role of concept art in the process of creating big visual projects. It intends to fill the gap in the academic field and to describe the process of creating concept art from start to finish, considering its theoretical as well as practical outlines. The theoretical part of the text is based on various concepts and lines of thinking, including analysis and synthesis of the obtained knowledge, as well as comparison of differing scholarly opinions on the discussed topic. Concept art as an art phenomenon of the 21st century is one of the most respected creative activities in the visual entertainment industry. Creating concept art has become one of the best paid work specialisations within the various processes of artistic and media creation. The meaning of concept art lies in the creation of ‘blueprint’ images and designs, based on the given concept’s purpose. Concept art serves a whole team of creative individuals as a reference allowing for the further development of a creative project. It is mainly used in projects based on key visual features such as unique environments, characters, design and fantastic stories. Therefore, each individual part of the given complexity must be ‘brought to life’ by properly trained artists.
Źródło:
Acta Ludologica; 2021, 4, 1; 112-123
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gamer Identity: How Playing and Gaming Determines How Those Engaged in Gaming See Themselves
Autorzy:
Dietkow, Oleg
Powiązania:
https://bibliotekanauki.pl/articles/41311411.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital game culture
digital games
gamer identity
profilicity
second-order observations
Opis:
The issue with gamer identity has been troubling researchers for the last decade. Despite trying to assign different parameters such as time spent playing, individuals themselves do not identify along such lines and the reasons why one person defines themselves as a gamer and another does not have not been clear. The goal of this paper to demonstrate, by applying B. Suits ontology of games and understanding identity in accordance with H.-G. Moeller’s concept of profilicity as a form of identity construction, the existence of two separate constructs of the gamer label. To demonstrate this, a series of interviews were conducted with two groups of people engaged in gaming: those who sought fun and those that desired winning. Both groups show clear differences in self-identification with their identity and the observed differences explain inconsistencies and issues observed by prior studies. Playing for fun is a factor that acts against seeing oneself as a gamer while playing to win is a factor inducive towards identifying as a gamer. Those that seek winning are likely to seek validation of their identity by comparing themselves to known gamer influencers while those that prefer playing over gaming will construct their definition of a gamer in an authentic manner.
Źródło:
Acta Ludologica; 2023, 6, 2; 20-40
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
“The sea has never been friendly to man.” Joseph Conrad’s Topoi in the Digital Game Sunless Sea
Autorzy:
Kozyra, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/2188123.pdf
Data publikacji:
2021
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
Joseph Conrad
Sunless Sea
digital games
cRPG
sea
sailor
Opis:
The aim of this paper is to find connections between the digital game Sunless Sea (Failbetter Games, 2015) and Joseph Conrad’s novels, particularly the ones touching on the subject of sea voyage. Sunless Sea is an exploration role-playing game which focuses on the topics of sailors’ loneliness, dual nature of the sea, and above all, player’s inevitable failure. These tropes are shown not only in the narrative structure of the game, but also in its mechanics and design choices. I believe that the game is heavily inspired by the notion of maritime life created by Conrad, as indicated by the quote from The Mirror of the Sea opening the game: “The sea has never been friendly to man. At most it has been the accomplice of human restlessness.”
Źródło:
Yearbook of Conrad Studies; 2019, 14; 83-92
1899-3028
2084-3941
Pojawia się w:
Yearbook of Conrad Studies
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:
Material windows and working stations. The discourse networks behind skeuomorphic interface in Pathfinder: Kingmaker
Autorzy:
Żmuda, Michał Dawid
Powiązania:
https://bibliotekanauki.pl/articles/1955343.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
discourse networks
intermediality
graphical user interface
media archeology
digital games
Opis:
The article probes the intermedial structure of the skeuomorphic interface in Pathfinder: Kingmaker. The author indicates that intermedia research in game studies is often diachronically limited, focusing on material and semiotic interactions between “old” and “new” media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittler’s notion of “discourse networks”. This allows him to inspect the game in relation to technologically-founded networks that embody or bring into life specific modes of though and experience. During his analysis, he discovers that the interface design is involved with navigation devices in Late Medieval and Early Renaissance periods, Alberti’s windows as objects through with narrative spaces become visible, isometric modes of objective thinking, industrial and cybernetic notions of control, and the Xerox invention of the computer as a working environment.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 73-94
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Easter Eggs in Digital Games as a Form of Textual Transcendence (Case Study)
Autorzy:
Mago, Zdenko
Powiązania:
https://bibliotekanauki.pl/articles/485062.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
Easter eggs
textual transcendence
The Talos Principle
transtextuality
Opis:
Easter eggs are a well-known and popular phenomenon throughout the whole of pop culture, and the interactive nature of digital games unleashes the full potential of their implementation, as well as integrating them into the gamers’ experience. The study focuses on Easter eggs in digital games from a structural point of view to understand them on the fundamental text level. With this aim, the analysis consists of applying Genette’s textual transcendence to a specific digital game, The Talos Principle. The paper represents part of the introductory theoretical framework to the following research on comprehensive Easter eggs’ classification.
Źródło:
Acta Ludologica; 2019, 2, 2; 48-57
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Binaural and Ambisonic Sound as the Future Standard of Digital Games
Autorzy:
Farkaš, Tomáš
Powiązania:
https://bibliotekanauki.pl/articles/485113.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
ambisonic sound
binaural sound
difficulty
digital games
film
graphics
sound
Opis:
The author of this study suggests an idea that the auditive element of digital games is soon going to be one of the most important factors influencing their overall success, popularity, and originality. He analyses the phenomenon of binaural and ambisonic sound, its evolution and uses in the context of modern audio-visual work, primarily focusing on games. The auditive component and its increasingly important role are analyzed in connection with the graphic design of games, virtual reality, as well as the popularity of specific games. This paper also focuses on audio-games, the use of binaural sound (which was first used on a large scale in Hellblade: Senua’s Sacrifice) and various hybrid digital games, which are balancing between classic games and audio-games. Argumentation is based on an assumption that binaural sound is the way to ambisonic sound, which (within the context of the immersive and interactive character of digital games) predestines the new standard and shows an entirely new way of creating and using digital games at the same time. All of this is reflected in the context of the graphic design of digital games and their future.
Źródło:
Acta Ludologica; 2018, 1, 2; 34-46
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Społeczno-kulturowy potencjał gier cyfrowych. Ujęcie syntetyczne
Socio-cultural potential of digital games. A synthetic approach
Autorzy:
Gałuszka, Damian
Powiązania:
https://bibliotekanauki.pl/articles/2104680.pdf
Data publikacji:
2020
Wydawca:
Wydawnictwo Naukowe Chrześcijańskiej Akademii Teologicznej w Warszawie
Tematy:
gry cyfrowe
ludyfikacja
edukacja
e-sport
digital games
ludification
education
Opis:
Gry cyfrowe są dziś medium powszechnie kojarzonym i chętnie wykorzystywanym. Sięgają po nie osoby w różnym wieku oraz odmiennym statusie społecznym. Graczki i gracze wikłają się jednak w coraz bardziej skomplikowaną kulturę gier cyfrowych, które w toku swojego rozwoju przekroczyły wolnoczasowe, ludyczne przestrzenie i ujawniły swój potencjał w wielu różnych domenach życia społeczno-kulturowego. Niniejszy przeglądowy artykuł przyjmuje holistyczną, socjologiczną perspektywę na fenomen gier cyfrowych. Poruszone tu wątki w wymiarach społecznym, ekonomicznym, kulturowym oraz edukacyjnym kreślą uogólniony obraz gamingu w najważniejszych obszarach jego oddziaływania. Zazwyczaj ma to pozytywy efekt, jednak nie zawsze. Dlatego w tekście poruszone są także krytyczne względem gier cyfrowych wątki. Dzięki takiemu podejściu czytelnicy zyskują szeroką perspektywę na to medium, niezbędną do jego pełnego zrozumienia, praktycznego wykorzystania oraz ewentualnych dalszych badań własnych.
Digital games are a well-recognized and willingly used medium nowadays. People of different ages and social status play games. However, players become entangled in the increasingly complex culture of digital games that during its development surpassed leisure-time, ludic spaces and revealed its potential in different domains of socio-cultural life. This review article takes a holistic, sociological perspective on the phenomenon of digital games. The discussed topics in the social, economic, cultural and educational dimensions outline a generalized picture of gaming in the most important areas of its impact. This usually has a positive effect, but not always. That is why the article also touches on critical threads in relation to digital games. Due to such an approach, readers gain a broad perspective on this medium, necessary for its full understanding, practical use and possible further own research.
Źródło:
Studia z Teorii Wychowania; 2020, XI(4(33)); 59-85
2083-0998
2719-4078
Pojawia się w:
Studia z Teorii Wychowania
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Viability of Using Digital Games for Improving Team Cohesion: A Systematic Review of the Literature
Autorzy:
Kovalčík, Juraj
Švecová, Magdaléna
Kabát, Michal
Powiązania:
https://bibliotekanauki.pl/articles/41310123.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
review
team building
team cohesion
team performance
teamwork
Opis:
Team cohesion, teamwork and team building are important constructs regarding teams and their performance in various organizations and environments. In this review, we summarize the current state of research on the influence of digital games on team cohesion and related constructs. We found a total of 7 studies that fit the criteria, resulting in 18 outcomes. Among the 18 outcomes that improved throughout the intervention, 15 reported significant improvement from the intervention and 3 reported no significant differences. Specifically, team communication, task delegation, atmosphere, trust, team flow, team performance and goal commitment were the most improved sub-constructs by team building video gaming interventions. The majority (n = 9) of those with significant improvements post-test were from randomly controlled trials (RCTs) with single or two control groups. Overall, we found that team video gaming may be effective in supporting team cohesion or team building; however, to enhance the understanding of the relationship between digital games and team cooperation, it is recommended to extend or vary gameplay intervention times, prioritize diverse outcome measures, address reporting biases, conduct follow-up assessments, include diverse populations and report demographics, and recognize the specific effects of different game features on outcomes.
Źródło:
Acta Ludologica; 2023, 6, 1; 46-65
2585-8599
Pojawia się w:
Acta Ludologica
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:
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:
Establishing New Genres in Digital Games: The Auto Battler Case Study
Autorzy:
Buček, Silvester
Kobetičová, Martina
Powiązania:
https://bibliotekanauki.pl/articles/485075.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
auto battler
core mechanics
digital games
game typologies
genres studies
modding
Opis:
The paper discusses the criteria about how one can establish if a group is a new genre. It distinguishes between two main lines of thinking about genre in general – content and discourse. Both lines have two things to discuss. For content it is similarities and differences in mechanics, and for discourse it is commercial and social purpose of the use of new categories. The case studies then show how this can be applied to the rising auto battler class. There are 7 core mechanics in games that are similar, but every game differs in small details from others. The discourse in the social and commercial sphere has appeared over a short time period, and the adoption of the new genre by the gaming community was therefore fast. The bottom line of the text is that using rigid categories for discussions about digital games cannot focus only on rigid criteria, but also on context.
Źródło:
Acta Ludologica; 2020, 3, 1; 46-66
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Rethinking Digital Games in a Critical and Participatory Perspectives. A Brief Reflection
Autorzy:
da Silva Leite, Patrícia
Andrade Torquato Schimidt, Deborah
Powiązania:
https://bibliotekanauki.pl/articles/781380.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
digital games
Critical Theory
disability
people with disabilities
education
Freire
Habermas
Opis:
Digital games are social objects created based on our culture and society and at the same time they contribute to shaping our world. Through a critical perspective of digital games and technology, it is possible to discuss the unfolding of these artefacts in our society and also understand their relevance beyond an instrumental view. In this paper, we present a brief reflection based on two researches developed by the authors: the first, regarding the link between digital games and people with disabilities; and the second, about contributions of digital games to a critical education. Our goal with this work is to highlight the emancipatory and participatory potential present in the critical vision of digital games.
Źródło:
Ethics in Progress; 2019, 10, 2; 112-117
2084-9257
Pojawia się w:
Ethics in Progress
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Rozważania wokół dyskursu nad grami cyfrowymi w oparciu o ich krytykę ze strony Philipa Zimbardo
Considerations around the Discourse on Digital Games Based on Their Criticism by Philip Zimbardo
Autorzy:
Gałuszka, Damian
Powiązania:
https://bibliotekanauki.pl/articles/1372664.pdf
Data publikacji:
2019-08-31
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
gry cyfrowe
dyskurs
krytyka
edukacja
Zimbardo
digital games
discourse
criticism
education
Opis:
Gry cyfrowe są obecnie jednym z ważniejszych mediów ekranowych. Niektórzy badacze przypisują im szczególną rolę we współczesności, którą określają mianem „ery gier”. Niestety medium to jest chyba jedynym tak często narażonym na surową krytykę ze strony różnych grup społecznych: rodziców, nauczycieli, polityków. Zazwyczaj wynika to z niezrozumienia specyfiki gier, a także bezradności. Zdarza się jednak, że radykalne opinie względem gier wyrażają autorytety naukowe. Nie ma w tym nic niepokojącego, jeśli rozważania są oparte na solidnych podstawach. Niestety nie zawsze tak jest, czego przykładem może być książka Philipa Zimbardo i Nikity D. Coulombe pt. Man Interrupted: Why Young Men Are Struggling & What We Can Do about It, w której gry – wespół z pornografią – obwiniane są za tak zwany kryzys męskości. Także publiczna debata, inspirowana kolejnymi sensacyjnymi doniesieniami, bardzo często ma więcej wspólnego z kolejną paniką moralną niż rzeczową wymianą argumentów. Niniejszy tekst stanowi próbę ukazania najważniejszych problemów z dyskursem wokół gier cyfrowych. Składa się on z trzech zasadniczych części: przedstawienia fenomenu gier cyfrowych jako takiego, który wymyka się uproszczeniom i generalizacjom; omówienia typowych zarzutów względem tego medium; oraz ukazania jego edukacyjnego potencjału. Celem takiego ujęcia tematu jest przede wszystkim uświadomienie czytelników, jak łatwo przyjmujemy przesadnie radykalną postawę względem gier cyfrowych, tracąc tym samym szansę na wykorzystanie ich pozytywnego (edukacyjnego, wychowawczego) potencjału. W efekcie proponuję tu pewien schemat dyskusji i myślenia o grach cyfrowych, który przybliża do pełnego wykorzystania możliwości tego fenomenu kulturowego.
Digital games are one of the most important media nowadays. Some researchers attribute a special role to them in today’s world, suggesting that we live in the ‘game era’. Unfortunately, this medium is probably the only one that is so often exposed to harsh criticism from various social groups: parents, teachers, politicians. This usually results from a certain misunderstanding of the specificity of games, as well as from helplessness. It also happens, however, that radical opinions about games are expressed by authority figures in academia. This is not disturbing in itself, provided that their considerations are based on solid foundations. Unfortunately, this is not always the case, as exemplified by the book by Philip Zimbardo and Nikita D. Coulombe, titled Man Interrupted: Why Young Men Are Struggling & What We Can Do about It, in which games – along with pornography – are blamed for the so-called crisis of masculinity. Moreover, the public debate – fueled by successive sensational reports – quite often resembles yet another moral panic more than a sensible or substantial exchange of arguments. This article is an attempt at revealing the most important problems with the discourse around digital games. It consists of three main parts: the presentation of the phenomenon of digital games as one that escapes any simplification and generalizations; the discussion of the typical accusations against this medium; the demonstration of its educational potential. The purpose of this approach is, above all, to increase the awareness with regard to how easily we tend to adopt an overly radical attitude towards digital games, thus losing the opportunity to use their positive (educational, pedagogical) potential. All this into account, I am putting forward a certain pattern of discussing – and thinking about – digital games, which makes it more likely to fully utilize the possibilities of this cultural phenomenon.
Źródło:
Przegląd Socjologii Jakościowej; 2019, 15, 3; 178-201
1733-8069
Pojawia się w:
Przegląd Socjologii Jakościowej
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Effect of Audio-Visual Appeal on Game Enjoyment: Sample from Turkey
Autorzy:
Almaç, Naz
Powiązania:
https://bibliotekanauki.pl/articles/41311546.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
game user research
moderation effect
player experience
scale adaptation
Opis:
A player’s subjective interaction with a digital game is referred to as player experience. The consequence of playing a game affects a player’s thoughts, feelings, attitudes, and behaviours. To measure player experience there are various qualitative and quantitative methods. Iterative game development and play testing sessions enhance and optimize game designs, to determine the impact of functional and psychosocial consequences of gaming in various cultures, a credible scale is required. To be able to measure and analyse player experience, this study aimed at adapting the ‘Player Experience Inventory’ (PXI) scale developed by V. V. Abeele1 to Turkish. The results of test-retest analysis and backand-forth translation demonstrate that linguistic equivalence is not applicable for the Turkish variant. Only one item for functional – audio-visual appeal – and two items from psychosocial – immersion and autonomy – consequence of gaming have a proper factor structure. In this way an adaption study was carried out by confirmatory factor analysis (CFA) and explanatory factor analysis (EFA) with three items from the scale. The validity and reliability of the scale and relationship of audio-visual appeal of gaming on game enjoyment were tested and this article proposes a model for the functional and psychosocial consequences of gaming.
Źródło:
Acta Ludologica; 2023, 6, 2; 42-61
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Shakespeare in Digital Games and Virtual Worlds
Autorzy:
Timplalexi, Eleni
Powiązania:
https://bibliotekanauki.pl/articles/648293.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Shakespeare
digital games
virtual worlds
media and performance
computers and theatre
Opis:
Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatre, such as cinema, music, visual arts, television, comics, animation and, lately, digital games and virtual worlds. Especially in the 20th and 21st century, a fascination with Shakespeare both as a historical and theatrical figure and as a playwright has become evident in screen based media (cinema, television and video), ranging from “faithful,” almost documented performances of his plays to free style adaptations or vague film references. Digital games and virtual worlds carry on this tradition of the transmedial journey of Shakespeare’s plays to screen based media but top it up with new forms of interaction and performativity. For the first time in the history of mankind everyone can enjoy firsthand from his armchair and for free the experience of taking part in a play by the Bard by entering a virtual world as if it was a stage and by assuming roles through avatars. The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds.
Źródło:
Multicultural Shakespeare: Translation, Appropriation and Performance; 2018, 18, 33; 129-144
2083-8530
2300-7605
Pojawia się w:
Multicultural Shakespeare: Translation, Appropriation and Performance
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Performance-Based Dynamic Difficulty Adjustment and Player Experience in a 2D Digital Game: A Controlled Experiment
Autorzy:
Robb, Nigel
Zhang, Bo
Powiązania:
https://bibliotekanauki.pl/articles/2150903.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
adaptive software
digital games
dynamic difficulty adjustment
flow
game balancing
performance
Opis:
Dynamic difficulty adjustment (DDA) in digital games involves altering the difficulty of a game based on real-time feedback from the player. Some approaches to DDA use measurements of player performance, such as success rate or score. Such performance-based DDA systems aim to provide a bespoke level of challenge to each player, so that the game is neither too hard nor too easy. Previous research on performance-based DDA shows that it is linked to better player performance but finds mixed results in terms of player experience (e.g., enjoyment). Also, while the concept of flow is regarded as an important aspect of digital game experience, little research has considered the effects of performance-based DDA on flow. We conducted an experiment on the effects of performancebased DDA on player performance, enjoyment, and experience of flow in a digital game. 221 participants played either the DDA version of the game, a control version (difficulty remained constant), or an incremental version (difficulty increased regardless of performance). Results show that the DDA group performed significantly better. However, there were no significant differences in terms of enjoyment or experience of flow.
Źródło:
Acta Ludologica; 2022, 5, 1; 4-22
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
We Write in Other People’s Blood: Troubling the Body Politics and Disability Representation of Yakuza O
Autorzy:
Loh, Adeline
Powiązania:
https://bibliotekanauki.pl/articles/41316430.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
body politics
digital games
disability studies
game studies
gender
narrative
Yakuza 0
Opis:
This paper takes Yakuza 0, a retrospective prequel and standalone entry to the Yakuza digital game franchise from Japan, as a case study for disabled feminine bodies vis-à-vis their male counterparts in game narratives. Of note is Makimura Makoto, a downtrodden Chinese-Japanese woman experiencing post-traumatic psychogenic blindness, who serves as the unwitting kingpin of the yakuza’s schemes. This paper posits that a reading of the game’s narrative (as supplemented by its gameplay mechanics) through the critical lens of disability studies offers a more affective and recuperative understanding of the game’s treatment of its marginalised characters. This paper first seeks to intervene in the game’s embodied and gendered power dynamics by attending to the body politics of its fictitious criminal underworld. Correspondingly, this paper troubles the game’s presentation of disability as a gendered performance, wherein feminine bodies disproportionately experience the material consequences and trauma of their disabilities, framed as pivotal narrative movements that spur the game’s male protagonists forward. Ultimately, this paper works towards a more empathetic reading of Yakuza 0 as a roadmap for how the franchise and digital games at large can address disability as a compounding, ever-evolving relational condition in addition to its physical and/or mental dimensions.
Źródło:
Acta Ludologica; 2024, 7, 1; 38-49
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Lost Worlds of Andromeda. Mass Effect: Andromeda and the Victorian adventure novel for boys
Autorzy:
Majkowski, Tomasz Z.
Kozyra, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/2034535.pdf
Data publikacji:
2021-03-07
Wydawca:
Akademia Górniczo-Hutnicza im. Stanisława Staszica w Krakowie
Tematy:
imperialism
science fiction
colonialism
game studies
digital games
victorian novel
Mass Effect
Opis:
The paper offers a reading of "Mass Effect: Andromeda" (BioWare 2017) vis-à-vis lost world romance (also dubbed “lost race romance”, or “imperial romance”), a late-Victorian area novelistic genre originating from H. Rider Haggard's "King Solomon's Mines" and serving as a major tool for British Empire propaganda - and as a source of the early science-fiction conventions. We claim the narrative failure of the ill-received game stems from its adherence to the rigid principles and forceful themes of the genre and the colonial and imperial imaginary informing it. Our analysis aims at highlighting the way 19th Century novelistic convention can be remediated as contemporary digital games, and to expose the link between imperial imaginary and the way open-world digital games are structured, on both narrative and gameplay levels - even when they do not directly refer to the historical colonial legacy.
Źródło:
Studia Humanistyczne AGH; 2021, 20, 2; 23-40
2084-3364
Pojawia się w:
Studia Humanistyczne AGH
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Bergman vs. Batman. Chwyt technicznej deziluzji w grach wideo na tle praktyk literackich i filmoznawczych
Bergman vs. Batman. Technical Disillusion as an Artistic Device in Video Games in the Context of Literary and Film Techniques
Autorzy:
Kubiński, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/920460.pdf
Data publikacji:
2015-01-13
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
videogames
computer games
digital games
emersion
Bergman
Batman
technical disillusion
device of technical disillusion
defamiliarisation
Persona
Opis:
The aim of the article is to present the idea of technical disillusion as an artistic device used in particular videogames. This phenomenon is analyzed using the example of Batman: Arkham Asylum (Rocksteady; 2009). Because of the far-reaching analogies with techniques present in other artistic discourses, the device of technical disillusion is also examined in the context of literature and film – especially in regards to Ingmar Bergman’s Persona. From this perspective, using technical disillusion as a device exposes its artistic potential and enables us to consider games as space for creative exploration.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2015, 16, 25; 113-123
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Kolonizacje leśnego grajobrazu. Szkic o lasach w polskich grach wideo z perspektywy studiów postkolonialnych
Colonization of the Forest Gamespace: An Essay about Forests in Polish Video Games from the Perspective of Postcolonial Studies
Autorzy:
Pigulak, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/24874979.pdf
Data publikacji:
2023
Wydawca:
Polska Akademia Nauk. Instytut Sztuki PAN
Tematy:
gry cyfrowe
polskie gry wideo
grajobraz
las
postkolonializm
digital games
Polish video games
gamespace
forest
postcolonialism
Opis:
W artykule zaprezentowano analizę leśnych grajobrazów (gamespaces) w wybranych polskich grach wideo. Autorka odwołuje się do badań z zakresu studiów postkolonialnych, aby unaocznić, w jaki sposób utrwala się lub dekonstruuje wzorce kolonialne w projektowaniu relacji między awatarem gracza a przestrzenią leśną. Przygląda się relacjom między postacią a leśnym grajobrazem, uruchamiając konteksty związane z kolonizacją (Edward Said, Tomasz Z. Majkowski, Shoshana Magnet), tożsamością hybrydyczną (Souvik Mukherjee) i diasporą (Homi K. Bhabha, Krzysztof Loska). Twórcy gier bardzo często – świadomie lub nieświadomie – powielają wzorce kolonialne, prezentując relacje między przestrzenią i postacią. Daje się jednak odnaleźć przykłady polskich gier wideo (choćby Zaginięcie Ethana Cartera /2014/ czy Werewolf: The Apocalypse – Heart of the Forest /2020/), których autorzy dekonstruują kolonialny paradygmat myślenia o podróżowaniu zarówno na poziomie fabuły, jak i mechaniki rozgrywki.
The article presents an analysis of forest gamespaces in selected Polish video games. Referring to research in the field of postcolonial studies, the author shows how colonial patterns are preserved or deconstructed in designing the relationship between the player’s avatar and forest spaces. She examines relationships between characters and forest gamespaces in contexts such as colonization (Edward Said, Tomasz Z. Majkowski, Shoshana Magnet), hybrid identity (Souvik Mukherjee), and diaspora (Homi K. Bhabha, Krzysztof Loska). Very often, game creators – consciously or unconsciously – replicate colonial patterns by depicting the relationship between space and figures. Despite this, some Polish video games challenge this paradigm by deconstructing it in both their narrative and gameplay mechanics. Two examples of such games are Zaginięcie Ethana Cartera [The Vanishing of Ethan Carter] (2014) and Werewolf: The Apocalypse – Heart of the Forest (2020).
Źródło:
Kwartalnik Filmowy; 2023, 122; 36-57
0452-9502
2719-2725
Pojawia się w:
Kwartalnik Filmowy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Following the Hero’s Memories: The Role of Memory as a (Re)construction of the Narrative in The Legend of Zelda: Breath of the Wild
Autorzy:
Vera, Esteban
Powiązania:
https://bibliotekanauki.pl/articles/41311319.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
hero
memory
narrative
The Legend of Zelda: Breath of the Wild
Opis:
This paper discusses the concept of the hero and the role of memory as an object of (re)construction of the world in the narrative of the Nintendo digital game The Legend of Zelda: Breath of the Wild. Through the analysis of how memory is reconstructed in Link and the characters that inhabit Hyrule, memories, historical and social memory, monuments, documents, space, and gameplay within the same digital game are also reconstructed. Testimonial memory, in turn, will help remember and construct the narrative of Link’s personal and social history by reconstructing the story. The personal experience that the player has while interacting with the game through the act of playing can build the metadiscourse between memory and narrative to understand the hero and his journey through the world. In this sense, the importance of the character Link within the game is affirmed, as he is a much more complex subject than a simple archetype within the game mechanics.
Źródło:
Acta Ludologica; 2023, 6, 2; 4-18
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Tropem Wajdy. Polskie gry cyfrowe o II wojnie światowej między centrum a peryferiami
Tracing Wajda. Polish digital games about World War II between center and periphery
Autorzy:
Jankowski, Filip
Powiązania:
https://bibliotekanauki.pl/articles/28643569.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Andrzej Wajda
gry cyfrowe
II wojna światowa
Polska
digital games
World War II
Polska
Opis:
Celem artykułu jest syntetyczne ujęcie zjawiska gier cyfrowych II wojnie światowej powstałych w ubiegłym dziesięcioleciu na terenie Polski. Jakkolwiek tematyka ta pojawiała się w polskich grach cyfrowych już wcześniej, dopiero w drugiej dekadzie XXI wieku została przedstawiona bardziej jako traumatyczne doświadczenie aniżeli awanturnicza przygoda. Za przykłady służą trzy gry z lat 2011–2021: Popiół i diament, Warsaw, My Memory of Us. Badanie wykazuje, iż wspomniane tytuły odtwarzają narodową martyrologię w manierze filmów Andrzeja Wajdy. 
This article aims to synthesize the phenomenon of World War II digital games created in Poland in the past decade. Although the World War II themes had appeared in Polish digital games much earlier, it was not until the 2010s that it was presented as a traumatic experience rather than an adventurous period. Three games created between 2011 and 2021 serve as examples: Ashes and Diamonds, Warsaw, and My Memory of Us. The research shows that these titles reproduce national martyrdom present in Andrzej Wajda’s films.
Źródło:
Homo Ludens; 2022, 1(15); 49-64
2080-4555
Pojawia się w:
Homo Ludens
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Playing out the unspeakable: the rhetorics of trauma in The Day the Laughter Stopped digital game
Autorzy:
Bednorz, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/2040542.pdf
Data publikacji:
2021-12-27
Wydawca:
Uniwersytet Warszawski. Katedra Italianistyki. Polskie Towarzystwo Retoryczne
Tematy:
gry cyfrowe
trauma
interaktywność
sprawczość
The Day the Laughter Stopped
digital games
interactivity
agency
Opis:
The article undertakes a detailed analysis of The Day the Laughter Stopped – a simple text-based browser game about rape, told from the perspective of a young teenage girl. While seemingly straightforward, the game uses choice poetics to build expectations of agency on the side of the player, only to subvert them at the most climactic moment, provoking emotional responses and serving as a commentary on the experience of loss of control and loss of words in the face of a traumatic event. Following existing approaches to rhetorical, emotion-evoking qualities and capabilities of digital games, the article explores the potential of the digital medium to communicate the unspeakable, overwhelming dimension of trauma, as illustrated by the game. The analysis not only explores the medium-specific means of expression which the game utilizes to encourage the audience to explore the perspective of a rape victim in an engaging way, but also leads to the conclusion that in doing so, the game aims to make persuasive statements about the social and cultural discourse around rape trauma and its representations, and therefore contributes to the larger socio-cultural discourse. As such, the article aspires to add to pre-existing studies on the specific rhetorical means of digital fiction, as well as on the approaches to cultural renditions of trauma.
Artykuł podejmuje szczegółową analizę The Day the Laughter Stopped – prostej, tekstowej gry przeglądarkowej podejmującej temat gwałtu, przedstawionego z perspektywy młodej nastolatki. Gra, choć z pozoru prosta, wykorzystuje poetykę wyborów, by wzbudzić w graczu poczucie sprawczości, tylko po to, by obalić je w kulminacyjnym momencie, prowokując tym samym emocjonalne reakcje i formułując komentarz do doświadczenia utraty kontroli i utraty słów w obliczu traumatycznego wydarzenia. Bazując na istniejących podejściach do retorycznych możliwości gier wideo, w artykule badam potencjał medium cyfrowego do komunikowania niewypowiadalnego wymiaru traumy. Gra służy zaś jako ilustracja. Podjęta analiza nie tylko bada specyficzne dla tego medium środki wyrazu, które gra wykorzystuje, aby zachęcić graczy do zaangażowania się w poznanie perspektywy ofiary gwałtu, ale także prowadzi do wniosku, że gra wykorzystuje je w zabiegach perswazyjnych, formułując argumenty dotyczące traumy i kultury gwałtu, i stając się niejako głosem w szerszym dyskursie społeczno-kulturowym. Artykuł ma na celu uzupełnienie istniejących badań nad konkretnymi środkami retorycznymi fikcji cyfrowej, jak również nad sposobami kulturowego przedstawiania traumy.
Źródło:
Res Rhetorica; 2021, 8, 4; 83-97
2392-3113
Pojawia się w:
Res Rhetorica
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:
Rozrachunek z przeszłością historyczną Francji na przykładzie gier Lankhoru
Autorzy:
Jankowski, Filip
Powiązania:
https://bibliotekanauki.pl/articles/1041932.pdf
Data publikacji:
2019-12-30
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
kolonializm
Państwo Vichy
francuskie gry cyfrowe
analiza gier cyfrowych
gry wideo
colonialism
Vichy State
French digital games
digital game analysis
video games
Opis:
Celem artykułu jest unaocznienie, w jaki sposób przeszłość historyczna państwa francuskiego mogła być poddawana w grach cyfrowych rewizji. Na użytek badań wykorzystane zostały dwie gry studia Lankhor (Le Manoir de Mortevielle oraz Maupiti Island), zanalizowane za pomocą społeczno-semiotycznego modelu analitycznego Ólivera Péreza-Latorrego, Mercè Oliwy i Reinalda Besalú. Rezultaty badań pozwalają stwierdzić obecność w obu grach odniesień do kolaboracji Francuzów z Niemcami w ramach Państwa Vichy (Mortevielle) tudzież do ludobójczych praktyk kolonialnych wobec tzw. tubylców (Maupiti Island).
The aim of the article is to illustrate how the historical past of France could be revised in digital games. Two Lankhor games (Le Manoir de Mortevielle and Maupiti Island) were used for research purposes, analyzed using the social-semiotic analytical model of Óliver Pérez-Latorre, Mercè Oliva and Reinald Besalú. The results of the research allow us to find in both games references to French collaboration with Germans within the Vichy (Mortevielle), as well as to genocidal colonial practices against the so-called natives (Maupiti Island).
Źródło:
Replay. The Polish Journal of Game Studies; 2019, 6, 1; 27-36
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł

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