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Wyszukujesz frazę "digital genres" wg kryterium: Temat


Wyświetlanie 1-4 z 4
Tytuł:
Application of Roger Caillois’ Typology in the Strategy Game Genre: A Case Study of Sudden Strike 4
Autorzy:
Kvetanová, Zuzana
Powiązania:
https://bibliotekanauki.pl/articles/41310507.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital game
game principles
genres
strategy
Sudden Strike 4
virtual reality
Opis:
The presented study closely explains R. Caillois’ theory of game principles, while attempting to point out its apparent application in the digital dimension. It is our main intention to clarify the significance and topicality of the characteristics of individual game categories within media products – digital games. Thus, confrontation between the fundamental theoretical framework and its consequent practical application within the selected case study occurs in the submitted scientific text. The study’s ambition is to identify the indicative characteristics of R. Caillois’ game categories in the selected media product – the digital game Sudden Strike 4. The chosen research material can be qualified as a suitable representative of the strategy game genre, which was the direct determinant of our selection. Therefore, the primary objective of the study is to ascertain the possible application of R. Caillois’ game theory in the strategy game genre. For the purposes of achieving the defined objective, the author uses methods of logical analysis of text in combination with qualitative content (narrative) analysis. She thus presumes a certain increase and revaluation of the existing scientific knowledge necessary for both the theory and practice.
Źródło:
Acta Ludologica; 2023, 6, 1; 96-110
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Global digital genre-communication forms in the process of flow to local Polish memosphere: the case of Facebook art memes
Autorzy:
GUMKOWSKA, ANNA
TOCZYSKI, PIOTR
Powiązania:
https://bibliotekanauki.pl/articles/903463.pdf
Data publikacji:
2016
Wydawca:
Akademia Pedagogiki Specjalnej im. Marii Grzegorzewskiej. Wydawnictwo APS
Tematy:
social media
digital genres
memosphere
memes
global media
local expression
Polska
Opis:
We analysed the mechanisms generating specific genres in the digital network and described the phenomena which result in shaping new forms of modern communication genres. New digital genre-communication forms are exemplified by Facebook “art memes”, which should be studied from two perspectives: literary research and social studies. The art of painting remediated in digital forms of so-called “memes” illustrates the global flow from the Western centre to the Eastern semi-peripheries of digitalizing Euro-Atlantic civilization. We applied analytical framework consisting of six criteria: sender, recipient, message, code, context and contact. Our conclusion is that the process of global-local flow, as exemplified by Facebook art memes, results in local enrichment of the global medium and content.
Źródło:
Studies in Global Ethics and Global Education; 2016, 5; 39-71
2392-0890
Pojawia się w:
Studies in Global Ethics and Global Education
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Typology of Game Principles in Digital Games: A Case Study of Mafia III
Autorzy:
Bučková, Zuzana
Powiązania:
https://bibliotekanauki.pl/articles/485091.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
action game
adrenaline
agon
alea
competition
digital game
fortune
game
game genres
game principles
ilinx
Mafia III
media reality
mimicry
physical and mental identity
risk
vertigo
virtual reality
Opis:
The presented study dwells on the issue of game theory by Roger Caillois to be applied to the contemporary dimension of digital games. The actual attempt is to find out the extent to which the game principle categories apply to media products, i.e. digital games. The paradigms by authors engaged in cultural anthropology, philosophy, psychology, and sociology, besides others, served as key theoretical groundwork for the present paper. Nevertheless, the theories concluded within media study addressing the game and game principles in contemporary society have not been excluded either. In essence, the theoretical reflection introduces the basic terminology axis creating an apt platform for the game variants in use, to perform within the forms of new reality, i. e. virtual reality. The primary aim is to define elementary concepts like “game”, “game principles”, “media or virtual space”, “digital game”, and “game genres”. Secondary is then to explicate certain game principles designated by Roger Caillois present in the particular game. Material to be applied for this study ranks among the genre of action games. “Action game” particularly is a digital genre that belongs to frequent genre types as well as RPG games, strategy and others. Drawing from this fact, one of the actual digital games called Mafia III was chosen for empirical study. The main purpose of the paper is through logical analysis to illustrate the issue of games, and subsequently point out the cases of their occurrence in the media space. Theoretical postulates by Roger Caillois are by author assumed to be potentially applicable to the current media reality of digital games that come under action genres.
Źródło:
Acta Ludologica; 2019, 2, 1; 42-54
2585-8599
Pojawia się w:
Acta Ludologica
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
    Wyświetlanie 1-4 z 4

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