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Wyświetlanie 1-2 z 2
Tytuł:
„Performuj albo giń”. Przystanek Woodstock jako performans kulturowy
Perform or die. Woodstock Festival as cultural performance
Autorzy:
Węcławiak, Alicja
Powiązania:
https://bibliotekanauki.pl/articles/514886.pdf
Data publikacji:
2016
Wydawca:
Fundacja dzień dobry! kolektyw kultury
Tematy:
Woodstock Festival
cultural performance
festival
liminality
ilinx
Przystanek Woodstock
performans kulturowy
festiwal
liminalność
Opis:
Performance is an occurrence commonly associated with theater, but that concept has a very broad context. Nowadays there are a lot of phenomena we can perceive this way, not just theatrical or quasi-theatrical. If we assume that the most important aspect in this field is „eventness”, almost everything could be called a performance. This specific type of phenomenon (also of aesthetic nature) can be divided into cultural performances, technological performances and organizational performances (source: J. McKenzie) or otherwise into cultural and language performances (source: M. Carlson). In the category of cultural performances we can enter a whole multiplicity of occurrences or events, including festivals, for which eventness, liminality, a kind of subversive or ritualization are an absolute necessity. From this point of view we can also consider our indigenous Polish Woodstock Festival, providing a lot reflections: cultural, social and also aesthetic. Assuming that this festival is a part of aesthetics of the performance, we can expect fulfillment of three functions mentioned by McKenzie: (1) self-reflection and social reflection, (2) presentation of alternatives and (3) possibility for maintenance or changes. It is worth to think about festival’s liminality and context to see how, during a couple of summer days, hundreds of thousands of people participate in one of the largest cultural performance.
Źródło:
Amor Fati; 2016, 1(5); 109-123
2449-7819
Pojawia się w:
Amor Fati
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
    Wyświetlanie 1-2 z 2

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