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Wyszukujesz frazę "digital games" wg kryterium: Temat


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:
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:
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:
W stronę poetyki gier wideo
Toward a Poetics of Video Games
Autorzy:
Kubiński, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/1359666.pdf
Data publikacji:
2016-05-31
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
interpretation
metaphor
Digital Text
poetics
literary theory
video games
poetyka
metafora
tekst cyfrowy
interpretacja
teoria literatury
Gry Wideo
Opis:
Artykuł przedstawia, w jaki sposób gry wideo lokują się w spektrum zainteresowań poetyki, i podejmuje kwestię rozszerzania narzędzi tradycyjnych badań poetologicznych w kontekście tekstowości cyfrowej. Autor podejmuje rozważania na temat potencjału interpretacyjnego, jaki można odnaleźć w grach wideo. Wskazuje także na specyfikę realizowania się w grach dyskursu metaforycznego w oderwaniu od medium języka.
The article shows how video games fit into the spectrum of poetic inquiry and tackles the question of how the tools of traditional poetological studies can be expanded in the context of digital texts. The author considers the interpretative potential that can be discovered in video games. He also points to the specific problems involved in manifesting metaphorical discourse in games without recourse to the medium of language.
Źródło:
Forum Poetyki; 2016, 4-5; 20-29
2451-1404
Pojawia się w:
Forum Poetyki
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:
Understanding Auditory Space in Digital Games for Visually Impaired People
Autorzy:
Farkaš, Tomáš
Powiązania:
https://bibliotekanauki.pl/articles/41317521.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
ambisonic sound
attenuation
audio games
auditory dimensions
auditory space
binaural sound
digital games
sound
sound design
visually impaired
Opis:
The article seeks to establish a foundational framework for comprehending crucial definitions and concepts related to auditory space in digital gaming, particularly focusing on audio games designed for visually impaired individuals (VI), often devoid of graphical interfaces. While existing studies often emphasize players’ interactions with interfaces and the acquisition of real-life skills, this text explores audio games through the lens of entertainment and immersion. Numerous studies indicate a demand among visually impaired players for more intricate and challenging games, incorporating elements usually used in standard digital gaming experiences. By combining definitions from both audio and traditional digital games, this article broadens the scope of sound design considerations, encompassing various aspects and classifications. It presents several auditory dimensions, consolidating them into a comprehensive dimension called attenuation, putting their roles within a game’s context. The author is a sound designer currently working on an audio game; therefore, many of the presented definitions are also a guide that will represent some of his own considerations while working on this game. These include not only the use of binaural or ambisonic sound but also understanding the ways and means of how to work with (3D) space in the context of audio and its possible functions.
Źródło:
Acta Ludologica; 2024, 7, 1; 136-150
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:
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:
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:
The Role of Computer Games in Students’ Paths of Digital Entertainment
Rola udziału studentów w grach komputerowych na tle innych rodzajów rozrywki cyfrowej
Autorzy:
Chmielarz, Witold
Szumski, Oskar
Powiązania:
https://bibliotekanauki.pl/articles/1923795.pdf
Data publikacji:
2019-11-29
Wydawca:
Uniwersytet Warszawski. Wydawnictwo Naukowe Wydziału Zarządzania
Tematy:
e-gamers
digital entertainment
the role of computer games in entertainment
gracze komputerowi
rozrywki cyfrowe
rola gier komputerowych w rozrywce
Opis:
The aim of this article is to analyze digital entertainment of students from the perspective of computer games. The article is a continuation of research focused on the growing population of computer gamers and competition of different forms of digital entertainment by students. The following work stands for the initial part of more extended research and is focused only on a subset of conditions analyzed. As the baseline for the analysis, the authors used a division of day type characteristic such as workdays and non-working days. The analysis consists of 2 phases: analysis of daily behavior patterns and duration of digital gaming activities across different platforms, the second phase consists of an analysis of other forms of digital entertainment on top of digital gaming. A qualitative study was conducted with a predefined sample of students. The authors also indicated further research ideas to extend the usage of mobile technologies such as smartphones.
Celem niniejszego artykułu jest analiza roli udziału studentów w grach komputerowych na tle innych rodzajów rozrywki cyfrowej. Artykuł stanowi kontynuację badań dotyczących rosnącej populacji graczy komputerowych oraz konkurencji ze strony różnych form rozrywki cyfrowej wśród studentów i jest wstępną częścią zamierzonych badań koncentrujących się na populacji studenckiej. Jako podstawę analizy autorzy zastosowali podział na dwa podstawowe rodzaje dni w tygodniu: dni robocze i dni wolne od pracy. Analiza składa się z dwóch faz: analizy codziennych zachowań i czasu trwania gier cyfrowych na różnych platformach cyfrowych oraz analizie wykorzystania gier komputerowych w stosunku do innych form rozrywki cyfrowej. Badanie jakościowe zostało przeprowadzone na określonej próbie studentów studiów wyższych. Autorzy wskazali również możliwe kierunki kontynuacji prac i rozszerzenia ich na technologie mobilne.
Źródło:
Problemy Zarządzania; 2019, 5/2019 (85); 198-206
1644-9584
Pojawia się w:
Problemy Zarządzania
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:
The Future, the Crisis, and the Future of Replay Story
Przyszłość, kryzys, i przyszłość Replay Story
Autorzy:
Imbierowicz, Eleonora T.
Powiązania:
https://bibliotekanauki.pl/articles/2034555.pdf
Data publikacji:
2021-03-31
Wydawca:
Akademia Górniczo-Hutnicza im. Stanisława Staszica w Krakowie
Tematy:
video games
game studies
replay story
replayability
replay value
tellability
digital games
gry cyfrowe
groznawstwo
opowiadanie przez powtarzanie
opowiadanie powtarzalne
Opis:
The article explores the notion of replay story by Janet Murray. Replay story – a game telling the story through choices and allowing the player to access all of their outcomes – was supposed to be a step in the process of games becoming the most important narrative medium of a new era. Soon after that, the reasonable critique emerged: not every story can, and should, be told though a replay story. Some can even be highly controversial if told in such form. However, new ways of storytelling through replay emerged in the last years: New Game +, multiple routes that influence one another, games that are conscious of previous playthroughs. Three years ago, Ian Bogost stated that the possibilities of development of narrative games are already played-out; and yet, there still is a chance that replay story is once again a keystone in the evolution of games.
Artykuł opowiada o replay story zdefiniowanym przez Janet Murray. Replay story – gra oparta na powtarzaniu i opowiadająca historię poprzez dostęp do każdego wyboru powodującego rozgałęzienie w jej fabule – miała uczynić gry najważniejszym medium narracyjnym kolejnej epoki literackiej. Szybko jednak pojawiła się uzasadniona krytyka: nie każdą fabułę należy opowiadać z użyciem replay story; szczególnie kontrowersyjne efekty można uzyskać używając jej do opowiadania o sytuacjach granicznych. Wraz z krytyką pojawiły się próby rozszerzenia możliwości narracyjnych gier przez ograniczanie powtarzania; a jednak w ostatnich kilku latach widać powrót do powtarzania jako środka literackiego. Wiele nowych gier oferuje dodatkową zawartość przy ponownym rozegraniu; bywają nawet gry świadome, że się w nie grało i zmieniające swój świat zgodnie z tym, co już w nim miało miejsce. Stąd pojawia się możliwość upatrywania – mimo słów Iana Bogosta sprzed trzech lat, który diagnozuje nadejście kresu rozwoju gier narracyjnych – przyszłości gier, ponownie, w replay story.
Źródło:
Studia Humanistyczne AGH; 2021, 20, 2; 85-95
2084-3364
Pojawia się w:
Studia Humanistyczne AGH
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Development of Ethical Education through Digital Games: The Butterfly Effect Implementation
Autorzy:
Magová, Lenka
Powiązania:
https://bibliotekanauki.pl/articles/485105.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
butterfly effect
decision-making
Detroit: Become Human
digital games
dilemmas
ethical education
game-based learning
storytelling
Opis:
The demands of educational practice are changing alongside our dynamically changing society. It is, therefore, necessary to purposefully and systematically seek ways to motivate, teach, and develop independent thinking among learners. This theoretical study aims to identify and characterize the essential assumptions and reasons for the implementation of digital games into ethical education classes. The fundamental premise is the thematic variability of game narratives, and a fulfillment of the experience attributes through the interactivity both in terms of the direct interactivity of the learner and the medium and in the subsequent discussion as a part of value reflection. Attention is focused on the process of ethical decision-making, ethical dilemmas, and problems that can be identified in many digital games containing at least a basic narrative structure. Interactive narration includes, besides the story itself, the influence of the participant on the further direction of the storyline, allowing players to see the consequences of their individual decisions within simulated situations. The study explores a game principle – the butterfly effect – in the context of ethical decision-making in particular through the game Detroit: Become Human, as well as demonstrates its usability within ethical education classes.
Źródło:
Acta Ludologica; 2020, 3, 1; 32-45
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Concept of Timelessness Applied to Advergames
Autorzy:
Mago, Zdenko
Powiązania:
https://bibliotekanauki.pl/articles/485101.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
advergames
digital games
history
iconicity
participation
preservation
timelessness
Opis:
Advergames have been appearing alongside digital games since the very beginning. Although they had been originally created as marketing tools, their gaming nature has made from them an important part of digital-gaming industry heritage. At the same time, advergames, which persisted over time, may represent significant advantages for the brands they promote. The aim of the study is an examination of advergames’ timelessness based on a theoretical framework and a qualitative-quantitative content analysis of advergames released across their history up to 2000, taking into account aspects of both digital games’ and advertising timelessness. Besides general popularity, archetypal character, current playability and preservation, the analysis also focuses on the advergame design and brand implementation forms.
Źródło:
Acta Ludologica; 2018, 1, 2; 18-33
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
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

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