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Wyszukujesz frazę "video games" wg kryterium: Temat


Tytuł:
Energy Expenditure and Intensity of Interactive Video Dance Games according to Health Recommendations
Autorzy:
Polechoński, Jacek
Mynarski, Władysław
Garbaciak, Wiesław
Fredyk, Artur
Rozpara, Michał
Nawrocka, Agnieszka
Powiązania:
https://bibliotekanauki.pl/articles/1030599.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
active video games
energy expenditure
interactive dance video games
Opis:
Backround: The aim of this study was the assessment of energy expenditure (EE) and the intensity of physical activity (PA) of adult women during the interactive dance video game (IDVG) Dance Central on Xbox 360 Kinect in the context of health recommendations. Methods: Twenty eight intentionally selected women (mean ± SD age: 21.8±1.1 years, body height: 167.3±6.1cm, body mass: 59.3±5.9 kg, body mass index: 21.2±1.3) met the inclusion criteria and took part in to the experiment. Heart rate monitor, accelerometer, and pedometer were used as measurement tools. Participants performed the same easy dance routine three times (for a total of 10 min.). Trials consisted of imitating the motions presented by the virtual dancer. Results: The data from accelerometer and heart rate monitor were similar, and indicated the moderate intensity of interactive dance video game (IDVG) Dance Central. However, energy expenditure assessed by pedometer was significantly lower. Conclusion: IDVG Dance Central may be useful in increasing the daily dose of physical activity of adult women and meet the health-related recommendations provided its regular practice.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2018, 24, 4; 35-43
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Formy tekstowości w grach wideo
Forms of Textuality in Video Games
Autorzy:
Wójcik, Tomasz
Powiązania:
https://bibliotekanauki.pl/articles/520062.pdf
Data publikacji:
2016
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
video games
game studies
poetics of video games
poetics
Opis:
Reviewed book: Piotr Kubiński, Gry wideo: Zarys poetyki, Kraków: Universitas 2016, ISBN: 97883-242-2788-4
Źródło:
Creatio Fantastica; 2016, 3-4(54-55); 59-62
2300-2514
Pojawia się w:
Creatio Fantastica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry komputerowe w procesie edukacji historycznej na poziomie akademickim
VIDEO GAMES IN THE PROCESS OF HISTORICAL EDUCATION AT THE ACADEMIC LEVEL
Autorzy:
Różycki, Łukasz
Powiązania:
https://bibliotekanauki.pl/articles/418559.pdf
Data publikacji:
2012
Wydawca:
Akademia Marynarki Wojennej. Wydział Nauk Humanistycznych i Społecznych
Tematy:
VIDEO GAMES
EDUCATION
HISTORY
Opis:
This piece deals with the significance of computer games in the modern teaching process. The author identified the main challenges for the teachers that are related to problems created by electronic entertainment. The second part of the text focuses on the positive impact of video games exemplified by popular „mods” based on actual historical events. In conclusion, the author stated that it will still be many years before computer games are used by researchers in the process of teaching the academic youth, however they do have the potential to become something more than just pure fun.
Źródło:
Colloquium; 2012, 4, 4; 75-82
2081-3813
2658-0365
Pojawia się w:
Colloquium
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Walking the streets of a virtual metropolis. The audiosphere of the game Grand Theft Auto IV
Autorzy:
Kopaniecki, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/780197.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Video games
soundscape
city
Opis:
On the basis of works devoted to the topic of sound studies and video games, the author presents ways of processing and using sounds in order to create virtual phonic spaces. He examines the means by which contemporary game developers influence immersivity, i.e., the process of immersing the gamer in virtual environments, as well as indicating the mutual influences of audial and visual spheres. Analysig the video game Grand Theft Auto IV from the perspective of the sound which accompanies the action, he compares in this respect three areas of the game’s Liberty City with their equivalents in New York on which the virtual city is modelled. The similarities and differences between the digital and virtual spaces are identified, and the reasons for them explained. This makes it possible to show how the use of the tools (explained earlier) employed by the developers of the game enable them to create a credible sounding virtual metropolis.
Źródło:
Interdisciplinary Studies in Musicology; 2019, 19; 173-184
1734-2406
Pojawia się w:
Interdisciplinary Studies in Musicology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Funkcja profilaktyczna edukacyjnych gier komputerowych
The prophylactic function of educational video games
Autorzy:
Polcyn, Sylwia
Powiązania:
https://bibliotekanauki.pl/articles/645126.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
video games
education
prophylaxis
Opis:
Polcyn Sylwia, Funkcja profilaktyczna edukacyjnych gier komputerowych [The prophylactic function of educational video games]. Kultura – Społeczeństwo – Edukacja nr 2(14) 2018, Poznań 2018, pp. 127–135, Adam Mickiewicz University Press. ISSN 2300-0422. DOI 10.14746/kse.2018.14.11. The article presents a modern look at computer games asntools and / or teaching aids used for broadly understood educational and didactic purposes at various levels of education. The author focuses mainly on the use of computer games for prophylactic purposes, and especially in counteracting various negative phenomena occurring in cyberspace.
Polcyn Sylwia, Funkcja profilaktyczna edukacyjnych gier komputerowych [The prophylactic function of educational video games]. Kultura – Społeczeństwo – Edukacja nr 2(14) 2018, Poznań 2018, pp. 127–135, Adam Mickiewicz University Press. ISSN 2300-0422. DOI 10.14746/kse.2018.14.11. The article presents a modern look at computer games as tools and / or teaching aids used for broadly understood educational and didactic purposes at various levels of education. The author focuses mainly on the use of computer games for prophylactic purposes, and especially in counteracting various negative phenomena occurring in cyberspace.
Źródło:
Kultura-Społeczeństwo-Edukacja; 2018, 14, 2; 127-135
2300-0422
Pojawia się w:
Kultura-Społeczeństwo-Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Rosnące znaczenie przemysłu kreatywnego w Polsce na przykładzie rynku gier wideo
The growing importance of the creative industry in Poland on the example of the video games market
Autorzy:
Ziętarski, Marek
Powiązania:
https://bibliotekanauki.pl/articles/449265.pdf
Data publikacji:
2019-06-30
Wydawca:
Instytut Badań Gospodarczych
Tematy:
rynek gier wideo
gry wideo
CD Projekt
video games market
video games
Opis:
Motywacja: Obecnie powstające gry wideo są coraz bardziej zaawansowane technologicznie, co przyczynia się do intensywnego rozwoju rynku gier wideo. Uzupełnienie specyfiki tego rynku i jego rozwoju oraz przedstawienie sytuacji finansowej przedsiębiorstwa CD Projekt działającego na tym rynku było głównym motywem wyboru tematu niniejszego artykułu. Cel: Celem artykułu jest scharakteryzowanie rynku gier wideo w Polsce jako przykładu przemysłu kreatywnego, a także przedstawienie wyników finansowych CD Projekt na tle tego rynku. Materiały i metody: W części teoretycznej wykorzystano analizę opisową, natomiast w części empirycznej analizę porównawczą. Materiał empiryczny stanowią raporty KPT, Newzoo oraz CD Projekt. Wyniki: Na podstawie przeprowadzonych analiz wykazano nieznaczną zależność między sytuacją finansową CD Projekt a kształtowaniem się przychodów na rynku gier wideo w Polsce w 2015 roku. Charakterystyka rynku gier wideo w Polsce ukazała dużą popularność e-sportu oraz wysoki potencjał technologii rzeczywistości wirtualnej (virtual reality, VR) i rozszerzonej (augmented reality, AR).
Motivation: Currently produced video games are becoming more and more technologically advanced, which contributes to the intensive development of the video games market. Supplementing the specificity of this market as well as presenting the financial situation of the CD Projekt company operating in this market were the main motive for choosing the subject of the article. Aim: The aim of the article is to characterize the video games market in Poland as an example of the creative industry and compare the revenues of this market with financial results of CD Projekt. Materials and methods: In the theoretical part descriptive analysis were used, while in the empirical part comparative analysis. The empirical material consists of KPT, Newzoo and CD Projekt reports. Results: Based on the conducted analysis, it has been shown a small impact financial situation of CD Projekt on the results of video games market in Poland in 2015. The characteristics of the video games market in Poland has shown that the popularity of e-sport is growing and technologies virtual reality (VR) and augmented reality (AR) have high potential.
Źródło:
Catallaxy; 2019, 4, 1; 73-82
2544-090X
Pojawia się w:
Catallaxy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gra w baśnie. O relacji baśni i gier wideo
Game of fairytales. About the relations between fairytales and video games
Autorzy:
Polachowska, Agnieszka
Powiązania:
https://bibliotekanauki.pl/articles/1041753.pdf
Data publikacji:
2017-09-28
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
fairytale
video games
genre
genology
Opis:
The article presents the new-founded relations between the genre of fairytale and its representations in video games. Following the concept of multimedia genres created by Edward Balcerzan, the article demonstrates a holistic view of the term “genre”. It combines it with the media theory by Krzysztof Kozłowski, which emphasizes social connotations of each medium and their ability to represent different genres. On the other hand, each and every genre can manifest itself through various media that enables mutual development. This theory finds its reflection in the analysis of the above-mentioned relations. The author applies the theoretical tools used for the analysis and interpretation of literary fairytales to video games based on the fairytale motifs. Two chosen examples, Trine  by the Frozenbyte studio and Brothers: A Tale of Two Sons  by the Starbreeze studio, represent not only a new way to fulfill the potential of the genre, but also innovative solutions in the evolution of gaming.
Źródło:
Poznańskie Studia Polonistyczne. Seria Literacka; 2017, 30; 277-295
1233-8680
2450-4947
Pojawia się w:
Poznańskie Studia Polonistyczne. Seria Literacka
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Translation of Video Games in the Context of Polish Localizations
Autorzy:
Gacek, Damian
Powiązania:
https://bibliotekanauki.pl/articles/601243.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
translation
localization
polonization
video games
Opis:
This article presents the notion of translation in the context of localizations of video games. It introduces a theory as well as analysis of chosen video games and studies the process of translation. The author considers the obstacles which can be encountered by translators, as well as methods which are used in the process of localization. The author analyses games from different genres: Ace Ventura (1997, adventure), Baldur’s Gate (1998, RPG) and Warcraft 3: Reign of Chaos (2002, RTS), where the plot (and as a consequence its translation) is very important. The author studies fragments from these games and tries to explain and critique (if necessary) the choices taken by translators.
Źródło:
New Horizons in English Studies; 2019, 4
2543-8980
Pojawia się w:
New Horizons in English Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The manifestation of disturbing behavior on adolescents as a result of using violent video-games
Autorzy:
Papa Gusho, Leticja
Mitrushi, Marsela
Powiązania:
https://bibliotekanauki.pl/articles/1036812.pdf
Data publikacji:
2017
Wydawca:
Academicus. International Scientific Journal publishing house
Tematy:
video-games
teenagers
aggressive behavior
Opis:
The use of violent video-games among teenagers is becoming undisputed. The goal of this study is identifying the video-game typology played by teenagers in two most important High Schools in the two most important cities of Albania and present the effect of this video-games. There were twenty-six participants in this study, all students in the tenth grade.  Of these selected students, sixteen were boys and ten were girls. For selecting the participants in the study, it was used the accidental sampling method and for the data collection it was used the semi-structured interviews. Thematic analysis is used to analyze the data collected.  One of the most interesting findings of this study is that the use of violent video-games can cause a remodeling in teenager’s behavior, accompanied by a psychological vitality, which in many cases could be negative, especially when this experience is direct. The study doesn’t have a generalizing character.
Źródło:
Academicus International Scientific Journal; 2017, 16; 113-121
2079-3715
2309-1088
Pojawia się w:
Academicus International Scientific Journal
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Atlantyda jako mit nie-grecki, czyli o mitach w kulturze popularnej
Is Atlantis still a Greek myth − mythology in popular culture
Autorzy:
Czarcińska, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/967125.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
mythology
popular culture
video games
Opis:
The article focuses on the issue of reception of ancient myths in popular culture. As popular culture is known for vast use of different ancient myths in many productions, the question may be raised, if they can be still named as ‘ancient’. With the example of the drowned peninsula of Orr in Guild Wars video games, which is compared with the Atlantis isle of Plato, the article proves that despite structural similarity of the story, these two are different myths. The myth of Atlantis is shaped by the Greek culture, which is oriented on the past, with strong conviction that the human race is heading towards destruction. The story of Orr reflects immersion in present time and the need to bury the past once and forever. Therefore, popular culture creates its own mythology, which is named as the mythology of popular culture.
Źródło:
Collectanea Philologica; 2015, Numer specjalny
1733-0319
2353-0901
Pojawia się w:
Collectanea Philologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Czytanie gier, gra w czytanie
Reading Games, Playing Reading
Autorzy:
Kulesza-Gulczyńska, Barbara
Powiązania:
https://bibliotekanauki.pl/articles/1365860.pdf
Data publikacji:
2017-08-12
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
ludology
video games
immersion
poetics of video games
ludologia
gry video
immerja
poetyka gier wideo
Opis:
W swojej książce Gry wideo. Zarys poetyki Piotr Kubiński umiejętnie zachowuje równowagę pomiędzy porównywaniem szczególnego zjawiska, jakim są gry wideo, do innych sztuk i próbą opisu nowego fenomenu z wykorzystaniem niektórych tradycyjnych kategorii, a podkreślaniem ich znaczącej odrębności oraz cech charakterystycznych. Poszukując adekwatnych narzędzi badania nowego zjawiska, autor wieloaspektowo analizuje rozmaite przykłady, rozpatrując takie kategorie, jak immersja, emersja oraz graficzny interfejs użytkownika. Porusza także problem związków gier wideo z innymi gatunkami sztuki, czyniąc to nie tylko w rozdziale temu poświęconym, ale i w całej publikacji. Egzemplifikację wspiera przejrzystym i interesującym materiałem ilustracyjnym. Książka ta wydaje się istotnym elementem w polskich badaniach nad grami wideo, szczególnie ze względu na wprowadzenie i szczegółowe omówienie pojęcia emersji, ale także ze względu na wnikliwe odczytania konkretnych zabiegów artystycznych i tropów.
In his book Gry wideo. Zarys poetyki (Video Games. Outline of Poetics), Piotr Kubiński skilfully maintains a balance between comparing the singular phenomenon that video games represent to other forms of art while attempting to describe a new phenomenon using certain traditional categories, and underscoring their significant individuality and characteristic features. In searching for an adequate tool for studying the new phenomenon, the author analyzes multiple aspects of a variety of examples, examining such categories as immersion, emersion and the graphic interface of the user. He also raises the problem of connections between video games and other genres of art, doing so not only in the section dedicated to such comparisons, but throughout the book. His exemplification is aided by transparent and compelling illustrative material. The book appears to represent an important step forward in Polish studies of video games, particularly in view of the introduction and detailed discussion of the concept of emersion, but also due to the penetrating interpretations of specific artistic solutions and tropes.
Źródło:
Forum Poetyki; 2017, 8-9; 196-203
2451-1404
Pojawia się w:
Forum Poetyki
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zamieszkując wirtualne światy
Dwelling in Virtual Worlds
Autorzy:
Kłosiński, Michał
Powiązania:
https://bibliotekanauki.pl/articles/534753.pdf
Data publikacji:
2017
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
video games
virtual worlds
dwelling
presence
Opis:
The article explores the paradox of simultaneous coexistence in two worlds. It raises questions concerning Martin Heidegger’s notion of dwelling understood as constructing, building and managing both virtual and real spaces. The main thesis of the article is that it is impossible to reconcile the world of being with the virtual presence in the world of video games arising from human finitude: being toward death. The article also attempts at answering the question about the manner in which (in the framework of virtual dwelling) the narrative identity is constructed in games and about the role of imagination in media theatrics of game players’ activities. 
Źródło:
Śląskie Studia Polonistyczne; 2017, 9, 1; 69-88
2084-0772
2353-0928
Pojawia się w:
Śląskie Studia Polonistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Artists play games
Autorzy:
Pitrus, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/1955339.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
media art
video games
interactivity
interface
Opis:
Andrzej Pitrus discusses complex relationships between the two worlds – art and computer/ games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola’s The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio “Tale of Tales”.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 113-122
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gra w Orwella
Playing Orwell video games
Autorzy:
Kłosiński, Michał
Powiązania:
https://bibliotekanauki.pl/articles/1039308.pdf
Data publikacji:
2019-12-06
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Utopia
dystopia
Orwell
interpretation
video games
Opis:
The article presents an interpretation of Orwell video games in context of available analytical tropes in Orwellian research. The paper touches on various problems described by academic readers of Nineteen Eighty-Four and tries to answer the question whether games provide innovations in the way they problematize socio-political issues in comparison to Orwell’s classic novel. In the introductory part, the author discusses the possibility of utilizing the notion of critical dystopia in the analysis of Orwell video games. The following chapters touch on the subject of cultural references, realistic styles, biopolitics and class representations.
Źródło:
Przestrzenie Teorii; 2019, 31; 39-70
2450-5765
Pojawia się w:
Przestrzenie Teorii
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Differences in Self-Evaluation of Female and Male Students Concerning the Motives for Playing Online Video Games
Autorzy:
Ružić-Baf, Maja
Radetić-Paić, Mirjana
Debeljuh, Andrea
Powiązania:
https://bibliotekanauki.pl/articles/2028728.pdf
Data publikacji:
2014-03-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
online video games
students
gender
motive
Opis:
The paper aims at determining the differences in self-evaluation of the motives for playing online video games among university students. The presence of differences between the two genders was built on the assumption that in our cultural environment various gender roles, such as rebellion, non-conformity and refusal to comply with norms, are more typical of the male gender role, and also when it comes to playing online video games. The results of the survey have shown that there are differences between female and male students concerning the motives for playing online video games, which suggests the need to record these indicators, in particular the negative ones, within the university environment.
Źródło:
The New Educational Review; 2014, 35; 202-211
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Brand reputation as a critical success factor on the subscription-based gaming market–research results
Autorzy:
Ryczko, Aleksandra
Powiązania:
https://bibliotekanauki.pl/articles/18686328.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
brand reputation
video games
subscription services
Opis:
This study aims to establish the role of a brand reputation as a critical success factor. Although there are studies on brand reputation, none of them focuses on the topic in the context of the subscription-based gaming market. The aim of the study is to establish how opinions of gamers about a game subscription provider and its performance (i.e. brand reputation) impact the success of this brand. An online survey was used as a method. All the findings reveal that the brand with a positive reputation is more successful than the brand with a negative or less positive reputation. Therefore, it may be stated that the positive reputation of a brand providing a video game subscription service supports the success of this service, while the negative reputation may contribute to its failure.
Źródło:
Academic Review of Business and Economics; 2023, 4(1); 35-53
2720-457X
Pojawia się w:
Academic Review of Business and Economics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ogrywając porażkę. Konceptualizacja doświadczenia porażki w groznawstwie
Autorzy:
Kozyra, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/1041939.pdf
Data publikacji:
2019-12-30
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
gry wideo
teoria gier wideo
teoria queer
porażka
video games
video games theory
queer theory
failure
Opis:
Celem artykułu jest przegląd najważniejszych teorii przybliżających zjawisko porażki w grach cyfrowych, a następnie zaproponowanie nowej metody jego opisu. Analizie zostały poddane teoria przepływu autorstwa Mihály Csíkszentmihályi oraz książka Jespera Juula Sztuka przegrywania, w których badacze skupiają się na motywacyjnym aspekcie porażki; opisane przez Iana Bogosta retoryka porażki oraz jej perswazyjna rola; a także podejście reprezentowane między innymi przez Shuen-shinga Lee, Jacka Halberstama oraz Bonnie Ruberg, zwracające uwagę na pozytywne aspekty porażki. Autorka proponuje alternatywną analizę porażki z sześciu różnych perspektyw, opartą na modelu zaangażowania gracza Gordona Calleji oraz łączącą opisywane wcześniej teorie. Celem wypracowanego modelu jest zwrócenie uwagi na różne funkcje spełniane przez mechanizm porażki w grach cyfrowych, które nie ograniczają się jedynie do jej edukacyjnego aspektu.
The aim of the article is to present examples of already existing theories about the experience of failure in digital games and then propose a different approach to it. Firstly, it shows the way Csíkszentmihályi’s flow theory and Juul’s The Art of failure describe the motivational role of failure; then it points out the persuasive aspects of Bogost’s rhetoric of failure used in serious games industry; and lastly Lee’s, Roche’s and Halberstam’s approaches trying to recognize the positive features of failure are examined. The author then introduces six dimensions of failure based on Calleja’s Player Involvement Model. Through them, an alternative way of thinking about failure is proposed, in which the failure is perceived not (only) as an occurrence which needs fixing, but as a possibility for a different experience of gameplay.
Źródło:
Replay. The Polish Journal of Game Studies; 2019, 6, 1; 37-49
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
“I Am Trying to Help You. And This ‘Game’ You’re Playing…” An Analysis of the Rhetoric behind Until Dawn’s Psychology
Autorzy:
Dwulecki, Sven
Khaledi, Arras
Powiązania:
https://bibliotekanauki.pl/articles/970823.pdf
Data publikacji:
2017
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
video games
individual player
conduct of psychology
Opis:
Video games can adjust their messages to the individual player. Based on the ancient ideal of aptum, the authors propose the principle of calibration. This new theoretical concept states that games need to adapt to the individual player in order to be most persuasive. Until Dawn exemplifies this through the element of reoccurring therapy sessions with psychological tests that serve as a hidden calibration mechanic to adjust fear stimuli to the player. The paper pursues an interdisciplinary approach that analyzes not only Until Dawn’s rhetoric, but also its depicted conduct of psychology. Therefore, the authors examine the in-game therapy with two different lenses: the first lens examines Dr. Hill’s methods as a representation of real-life treatment; while the second lens considers how mental illness is portrayed. Combining both perspectives allows to gain a better understanding of how Until Dawn creates powerful statement about psychology and the player’s character.
Les jeux vidéo sont capables d’ajuster leurs messages à des joueurs individuels. À la base de l’idéal ancien d’aptum, les auteurs proposent le principe de calibrage. Ce nouveau concept théorique exprime l’idée que les jeux doivent adapter afin d’être le plus persuasifs. L’exemple de l’Until Dawn en témoigne à travers les sessions thérapeutiques réapparaîssantes dont les tests psychologiques servent d’un mécanisme de calibrage camouflé pour le but d’ajuster les stimuli de la peur au jueur. Ainsi, l’article poursuit une approche interdisciplinaire qui est concentrée non seulement sur l’analyse la rhétorique de l’Until Dawn mais aussi sur l’examen des thérapies dansle-jeu sous deux angles différents. Le premier aborde les méthodes du dr Hill comme les représentations du traitement de vie réelle, tandis que le second examine les façons selon lesquelles les maladies mentales se voient dépeintes. La combinaison de ces deux perspectives permet de mieux saisir comment Until Dawn réussit à créer une déclaration puissante à propos de la psychologie et du caractère du joueur.
Źródło:
Śląskie Studia Polonistyczne; 2017, 9, 1; 29-50
2084-0772
2353-0928
Pojawia się w:
Śląskie Studia Polonistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zasady przeciw immersji. Zaangażowanie w narrację i zaangażowanie w system formalny gry
Rules versus immersion: engagement in game’s narrative and engagement in formal system of the game
Autorzy:
Petrowicz, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/973176.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
rules in video games
immersion
engagement
MDA
Opis:
Rules and narratives in video games had a complicated relationship for many years. In game studies this conflict became evident in ludology versus narratology debate, in video game culture critics and players talk about ludo-narrative dissonance. Both of those phenomena express the popular belief that rules and story in videogames oppose each other, that strategic or tactical engagement and narrative immersion cannot coexist in one game. The following article confronts the problem of, supposedly, opposing types of engagement. To understand different aspects of engagement several concepts of immersion are recalled, beginning with those rooted in literary studies by Janet H. Murray, Marie-Laure Ryan and Katarzyna Prajzner, through game specific concept of Laura Ermi and Frans Mäyrä to post-immersion concepts of Gordon Calleja. In the next section of the paper two analyses of specific types of engagement are presented: game formal system engagement in Angry Birds [Rovio Entertainment, 2009] and narrative immersion in The Walking Dead series [Telltale Games, 2012]. The article concludes with a list of mechanical features of a video game that facilitates either engagement in formal system of the game or game’s narrative.
Źródło:
Replay. The Polish Journal of Game Studies; 2015, 02
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Poetyka grozy. Wykorzystanie konwencji gatunkowej horroru w grach cyfrowych
Poetics of the fear. The use of horror’s convention in video games
Autorzy:
Sikorska, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/923131.pdf
Data publikacji:
2018-12-22
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
video games
film
horror
fear
film genres
video games genres
survival horror
immersion
emmersion
cut-scenes
suspense
Opis:
The aim of the article is to illustrate the using of the horror’s convention in video games and to indicate the way of reinterpretation this convention in the digital medium. In the first part of the work the author presents ways of spaces’ arrangement in survival horror. The analysis of mise-en-scene, including non-interactive cut-scenes, revealed in which ways video games refer to the film genres. In the second part of the work the author analyzes the category of the suspense in the digital medium, taking audial and visual aspects of video game into consideration.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2018, 23, 32
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zdigitalizowana (betonowa) dżungla. Miasto w grach wideo. Naśladownictwo
Digitalized (concrete) jungle. A city in video games. Mimicry
Autorzy:
Świątek, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/445560.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Pedagogiczny im. Komisji Edukacji Narodowej w Krakowie
Tematy:
interactivity
mimetic
imitation
video games
sandbox
immersion
Opis:
The article describes the types of mimic relations that appear in video games (universalistic and fragmentary) and the ways in which these types affect the mechanism of constructing the reality of the game world. It discusses three levels of mimic relations which are used in the analysis of examples. It depicts the behavior of the inhabitants of virtual cities in Fallout, The Elder Scrolls and Grand Theft Auto game series. It also analyses the look of the particular locations in GTA: San Adreas, Max Payne 3, Deus Ex: Human Revolution and TES: Skyrim games. In the conclusion, the author points to the potential usefulness of the possible worlds’ theory which, to some extent, bonds the highlighted levels of virtual reality, the creation of the depicted world and the categories of interactivity and mimicry.
Źródło:
Annales Universitatis Paedagogicae Cracoviensis. Studia Poetica; 2014, 2; 147-157
2353-4583
2449-7401
Pojawia się w:
Annales Universitatis Paedagogicae Cracoviensis. Studia Poetica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A Power Shrouded in Petticoats and Lace: The Representation of Gender Roles in Assassin’s Creed III: Liberation
Autorzy:
Steenbakker, Margaret
Powiązania:
https://bibliotekanauki.pl/articles/1912007.pdf
Data publikacji:
2021
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
gender
gender performance
video games
race
intersectionality
Opis:
This article explores the gendered narrative in the video game Assassin’s Creed III: Liberation. Using this game as its main case study, it addresses the question in which ways the game developers have conceptualized gender, race, and gender performance in the video game. It does so from an intersectional point of view. After establishing Assassin’s Creed III: Liberation as a prime example of the trend to include more female characters in games during recent years, I will argue that this game includes a complex rhetoric that not only perpetuates stereotypical notions regarding gender, but also fails to acknowledge issues regarding its main protagonist’s skin color in the historical reality the game wishes to emulate.
Źródło:
New Horizons in English Studies; 2021, 6; 92-110
2543-8980
Pojawia się w:
New Horizons in English Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The development of toys and video games with animals: which consequences and signification?
Konsekwencje i znaczenie rozwoju zabawek i gier video ze zwierzętami
Autorzy:
Fontanini, Christine
Stevanovic, Biljana
Powiązania:
https://bibliotekanauki.pl/articles/20693500.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
gender
toys
video games
profession of vet
Opis:
This article attempts to demonstrate that specialized video games concerning animals or animal care, especially for girls, may lead to virtual activities and /or real care of animals, which may later cause some girls to consider a profession in animal care. In order to test our hypothesis, in 2009 we conducted – through the reading of toy-catalogues in supermarkets and toy stores (randomly selected) – a statistical study with the regards to the number of male and female characters shown on the packages of video games (for computers, Nintendo, and television) which were related to animals, horse-riding and/or the profession of veterinarian (vet”), in order to find out if these games were more particularly intended for girls. We completed this study by examining the packaging (i.e. boxes) – their color and the title of the video game. Furthermore, a qualitative analysis was conducted on the characteristics and roles played by boys and girls in the video games examined, in order to determine what roles are assigned to each sex in these games concerning animals.
Źródło:
Acta Universitatis Lodziensis. Folia Sociologica; 2012, 43; 33-47
0208-600X
2353-4850
Pojawia się w:
Acta Universitatis Lodziensis. Folia Sociologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wieczne teraz? Analiza temporalności gier komputerowych
An Eternal Now? An Analysis of Temporality of Computer Games
Autorzy:
Cielecka, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/28409016.pdf
Data publikacji:
2014
Wydawca:
Polska Akademia Nauk. Instytut Sztuki PAN
Tematy:
gry komputerowe
narracja
game studies
video games
narrative
Opis:
W ostatnich dekadach gry komputerowe zdołały wyswobodzić się z ograniczeń chronologicznych narracji oraz koherentnego czasu, jakimi były obarczone w początkach swego istnienia. Obecnie stanowią materiał plastyczny i podatny na wszelkie eksperymenty wiążące się z tematem temporalności, zarówno ze względu na mechanizmy przejęte od starszych mediów, jak i liczne mechanizmy pozwalające im na przekroczenie ludzkich doświadczeń i wyobrażeń na temat czasu. Gry zaczęły nie tylko w pełni korzystać z retrospekcji i prolepsis, ale również wytwarzać wirtualne symulacje, w których upływ czasu drastycznie różni się od tego doświadczanego w codziennym życiu. Tekst Magdaleny Cieleckiej podsumowuje stan badań dotyczących temporalności gier komputerowych oraz ukazywania tej problematyki w samych grach w oparciu o tytuły reprezentujące innowacyjne struktury temporalne.
In recent decades computer games have managed to emancipate themselves from the constraints of chronological narratives and coherent time, which they were burdened with at the beginning of their existence. Currently they are a flexible medium, susceptible to any experiments involving the theme of temporality, because of mechanisms adopted from older media, and numerous mechanisms permitting them to go beyond human experiences and notions of time. Games not only make use of retrospection and prolepsis, but also produce virtual simulations, in which the passage of time is dramatically different from the one experienced in everyday life. Magdalena Cielecka’s article summarises the state of research on the temporality of computer games and the way this issue is portrayed in games, in particular through games representing innovative temporal structures.
Źródło:
Kwartalnik Filmowy; 2014, 86; 171-182
0452-9502
2719-2725
Pojawia się w:
Kwartalnik Filmowy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Should We Let Them Play or Not?
Autorzy:
Kim, Myeong Hwan
Han, Sang Hyun
Han, Yongseung
Powiązania:
https://bibliotekanauki.pl/articles/1969041.pdf
Data publikacji:
2018-12-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
video games
test score
academic achievement
time management
Opis:
Video games have been around for more than four decades. The purpose of video games is to entertain. Over time, the ways in which video games entertain have changed. Recently, there has been an influx of video games with the intent to educate. These games were created to educate the player while keeping them entertained. The impact of video games on education has yet to be examined. The purpose of this study is to gauge the effect of video games and its correlation with college entrance-exam scores. We assert that one major variable affecting the outcome of education and college entrance-exam score is the sudden prominence of video games in the American culture. Thus, our research will be on the effects that video games have on education, whether positive or negative.
Źródło:
The New Educational Review; 2018, 54; 182-192
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
NEW WAYS OF TREATMENT IN GERIATRICS AND PERCEPTION OF THOSE METHODS BY PATIENTS
Autorzy:
KUJAWSKA, AGNIESZKA
KUJAWSKI, SŁAWOMIR
GAJOS, MAŁGORZATA
PERKOWSKI, RADOSŁAW
ANDROSIUK, JOANNA
JARECKA, JULITA
KOŻUCHOWSKI, MARCIN
KASPERSKA, PAULINA
PŁUSA, SYLWIA
TOPKA, WERONIKA
Powiązania:
https://bibliotekanauki.pl/articles/954234.pdf
Data publikacji:
2016
Wydawca:
Fundacja Pro Scientia Publica
Tematy:
electrical stimulation devices
video games
virtual reality
elderly
Opis:
Developing Western societies are characterized by growing numbers of older people. This trend will increase in coming decades. Medicine and health care of developed countries has to stand against new needs of societies rich in people over sixty years old. This paper will briefly review new technologies and ways of treating disorders of older people on the one hand, and reception of these methods by older patients on the other hand. We briefly describe therapeutic methods used in clinical neuroscience dividing them into 3 categories: therapies based on implantation of external devices into the organism, therapies using video games, and therapies using virtual reality. These therapies will be discussed according to three rules, that have been proposed considering the approach for effective therapeutic methods targeting older people. It can be assumed that older people tend to be afraid of using unknown solutions, even to improve their own health states. Contrary to this claim, most of researches report very high rate of acceptance of aforementioned techniques by older people. However, laboratory teams should treat older people with extreme care so as  to not provoke aversion to technologies used in intervention
Źródło:
Journal of Education Culture and Society; 2016, 7, 1; 75-91
2081-1640
Pojawia się w:
Journal of Education Culture and Society
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Emergence of eSports Nutrition: A Review
Autorzy:
Ribeiro, Fernando J.
Viana, Victor M.
Borges, Nuno P.
Teixeira, Vitor H.
Powiązania:
https://bibliotekanauki.pl/articles/1339108.pdf
Data publikacji:
2021
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
eSports
nutrition
eSports nutrition
video games
cognitive performance
Opis:
Peak cognitive performance is of paramount importance for the sports and competitive activities that depend on a high level of cognitive performance, such as eSports. The popularity of eSports has increased rapidly in recent years and will probably continue to rise in the forthcoming years. Above all, eSports practitioners require higher levels of cognitive abilities and motor skills for optimal performance and may benefit from adequate body composition and proper nutrition, as happens with more traditional athletes. However, there is a noticeable shortage of scientific knowledge in this area, including in nutritional-related aspects. Therefore, the objective of this non-systematic review is to summarize the nutritional strategies that may enhance health, cognitive performance, decrease reaction time and minimize fatigue. This information may be relevant for eSports competitors and set a base for further investigations, which could ultimately lead to the establishment of nutritional recommendations specific for this competitive population.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2021, 33, 1; 81-95
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Maps in video games - range of applications
Autorzy:
Chądzyńska, D.
Gotlib, D.
Powiązania:
https://bibliotekanauki.pl/articles/92470.pdf
Data publikacji:
2015
Wydawca:
Oddział Kartograficzny Polskiego Towarzystwa Geograficznego
Tematy:
cartography
computer simulators
visualizations in games
video games
virtual world
Opis:
The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
Źródło:
Polish Cartographical Review; 2015, 47, 3; 137-145
2450-6974
Pojawia się w:
Polish Cartographical Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Pułapki i wyzwania w badaniach nad skutecznością komputerowych treningów poznawczych
Autorzy:
Finc, Karolina
Powiązania:
https://bibliotekanauki.pl/articles/637953.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
cognitive training, intervention studies, video games, placebo effect
Opis:
Pitfalls and challenges in studies on the effectiveness of computerized cognitive trainingIn recent years, in both science and business, we observe an increased interest in using of various types of software and computer games to improve human cognitive abilities. Paradoxically, together with an increasing number of studies proving the effectiveness of this type of computerized cognitive training, is also growing number of reports about the lack of its beneficial effects. In this situation many doubts are raised by methodology used in training studies, especially poorly matched control groups, and inadequate monitoring of the placebo effect. In this article I will present the most important issues and challenges facing today’s research on computerized cognitive training.
Źródło:
Rocznik Kognitywistyczny; 2014, 7
1689-927X
Pojawia się w:
Rocznik Kognitywistyczny
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wykorzystanie gier wideo w terapii niedowidzenia – przegląd literatury
Autorzy:
Maciaszek, D.
Wojtczak-Kwaśniewska, M.
Powiązania:
https://bibliotekanauki.pl/articles/132558.pdf
Data publikacji:
2018
Wydawca:
M2 Media
Tematy:
gry wideo
niedowidzenie
terapia
video games
amblyopia
therapy
Opis:
Niedowidzenie jest zaburzeniem dotyczącym najczęściej jednego oka, w którym dochodzi do obniżenia ostrości wzroku. Wśród metod mających na celu wyprowadzenie niedowidzenia, wyróżnić możemy terapie jednooczne oraz terapie dwuoczne. Najnowsze badania skupiają się na ocenie możliwości wykorzystania gier wideo w terapii niedowidzenia. Celem niniejszej publikacji jest przedstawienie wyników badań dotyczących efektywności rozwiązań gamingowych używanych w terapii niedowidzenia u dzieci i dorosłych.
Amblyopia is a decrease in visual acuity, which usually affects one eye. Monocular and dichoptic approaches are used to treat amblyopia. Recent studies try to use a video games as a possible treatment for amblyopia. Present article will review the effectiveness of gaming solutions used in the treatment of amblyopia in children and adults based on the latest research.
Źródło:
Optyka; 2018, 5; 44-48
2081-1268
Pojawia się w:
Optyka
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
„Flâneur” w piaskownicy – o doświadczeniu nawigowalnej przestrzeni w grach komputerowych
"Flâneur" in the sandbox – experiencing the navigable space in computer games
Autorzy:
Chojnacki, Marcin M.
Powiązania:
https://bibliotekanauki.pl/articles/973196.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
pleasure in video games
spatial navigation
flâneur
reactivity
Opis:
Spatiality of computer games is one of the most important features that affect the way they are received by the players. That is why it becomes a common subject of discussion among researchers involved in analyzing the properties of the medium. In this essay I will describe some aspects that may affect the player’s experience of being in an interactive environment. I will consider if it is possible to find joy in navigation through open world games and try to answer the question of whether the definition of flâneur can be applied to characterize the role of the player focused on strolling along the game world.
Źródło:
Replay. The Polish Journal of Game Studies; 2014, 01
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Dziecko w świecie gier komputerowych – możliwości i zagrożenia
Kid in the world of video games – possibilities and threats
Autorzy:
Kacprzyk, Adrianna
Powiązania:
https://bibliotekanauki.pl/articles/2149031.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet w Białymstoku. Wydział Pedagogiki i Psychologii
Tematy:
gry komputerowe
dzieci
edukacja
video games
children
education
Opis:
Świat gier komputerowych stanowi istotny, z punktu widzenia praktyki pedagogicznej, składnik młodzieżowej kultury. Gry dydaktyczne wykorzystywane w procesie edukacji stwarzają liczne możliwości stymulowania rozwoju intelektualnego i emocjonalnego. Gry komercyjne często są nośnikami treści mogących zaburzać prawidłowy rozwój psychoemocjonalny i socjalizację, a także sprzyjać uzależnieniu.
From the pedagogical perspective, the world of video games constitues one of the essential components of youth culture. Educational video games provide wide variety of possibilities to stimulate intellectual and emotional development, while commercial games frequently convey contents with potential to disturb socialization and psychoemotional growth, as well as support addiction.
Źródło:
Parezja. Czasopismo Forum Młodych Pedagogów przy Komitecie Nauk Pedagogicznych PAN; 2019, 2(12); 122-134
2353-7914
Pojawia się w:
Parezja. Czasopismo Forum Młodych Pedagogów przy Komitecie Nauk Pedagogicznych PAN
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Niepełnosprawność w grach wideo – omówienie na przykładach wybranych wirtualnych postaci
Autorzy:
Gałuszka, Damian
Żuchowska-Skiba, Dorota
Powiązania:
https://bibliotekanauki.pl/articles/1373071.pdf
Data publikacji:
2018-09-11
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
gry wideo
niepełnosprawność
stereotypy
video games
disability
stereotypes
Opis:
Obrazy niepełnosprawności obecne w mediach w istotny sposób wpływają na postrzeganie osób z niepełnosprawnościami. W oparciu o nie kształtują się stereotypowe wyobrażenia, które przekładają się na postawy oraz oczekiwania, jakie w stosunku do tej kategorii społecznej ma znaczna część społeczeństwa. Dotychczasowe badania koncentrowały się na ukazywaniu obrazów osób z niepełnosprawnościami w tradycyjnych mediach. Tymczasem we współczesnej kulturze popularnej coraz większą rolę odgrywają nowe media, w tym gry wideo. W związku z tym dziś istotnego znaczenia nabiera zbadanie sposobów, w jakie są w nich ukazywane postacie z niepełnosprawnościami. Zasadniczym celem artykułu jest odtworzenie typowych wizerunków postaci z niepełnosprawnościami w grach wideo, co pozwoli na pokazanie, na ile budowane obrazy utrwalają lub zmieniają istniejące stereotypy. Analizie poddano wybrane gry wideo, w których pojawiają się bohaterowie z niepełnosprawnością. Badanie oparto na analizie kodów kulturowych. Metoda ta została zaadaptowana do badania specyficznego medium, jakim są gry wideo, które angażują użytkownika w proces tworzenia postaci i podejmowanych przez nią działań w świecie gry.
Images of disability present in the media have a significant impact on the perception of people with disabilities. They shape stereotypical ideas that translate into the attitudes and expectations that a large part of society has for people with disabilities. Previous research has focused on showing images of people with disabilities in traditional media. Meanwhile, in modern popular culture, new media, including video games, play an increasing role. Today, it is important to examine the ways in which characters with disabilities are portrayed in video games. The main aim of this article is to reconstruct typical images of disability in video games. This will show how the built-in images fix or change existing stereotypes. Video games were selected in which disabled heroes appeared. The study was based on the analysis of cultural codes. This method was adapted for the study of a specific medium—video games. They engage the user in the proces of creating the hero and the actions he takes in the game world.
Źródło:
Przegląd Socjologii Jakościowej; 2018, 14, 3; 92-112
1733-8069
Pojawia się w:
Przegląd Socjologii Jakościowej
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Technologie nostalgii. Analiza retrotopii w grze World of Warships
Technologies of nostalgia. Analysis of retrotopia in World of Warships
Autorzy:
Kłosiński, Michał
Powiązania:
https://bibliotekanauki.pl/articles/985791.pdf
Data publikacji:
2020
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
Gaming studies
retrotopia
video games
World of Warships
Opis:
The paper presents an analysis of the ORP Błyskawica ship in World of Warships. The study concerns the retrotopian and mythological image of the replica of a real warship created in the game. The analysis and interpretation touch upon both the model of acquiring ships within the framework of playbour and the very idea of faithfully reproducing a historical artefact. The reflection concerns, therefore, virtual technology employed in the service of nostalgia and of dreams, and as a tool for constructing myths about the glorious past in which military technologies developed. For this purpose, the text introduces a new research category, namely a quasi-historical item.
Źródło:
Postscriptum Polonistyczne; 2020, 25, 1; 272-281
1898-1593
2353-9844
Pojawia się w:
Postscriptum Polonistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Cyberrozrywka, klany i metagracze: O Homo players Dominiki Urbańskiej-Galanciak
Autorzy:
Bromboszcz, Roman
Powiązania:
https://bibliotekanauki.pl/articles/28407230.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
cyberrozrywka
gry kompuetrowe
metagracze
cyberenterteinment
video games
metaplayers
Opis:
Czy gry komputerowe biorą się z ciemności? To zaskakujące pytanie obieram za początek szerszej wypowiedzi, mającej na celu wzięcie pod lupę jednej z książek na temat gier. Myślę, że w podwójnym sensie gry mają wiele wspólnego z mrokiem, ale nie będzie tu on pojmowany, jako coś, co generuje zło lub zasępienie, a raczej zabawę. Wspominam o braku oświetlenia z dwóch powodów.
Źródło:
Przegląd Krytyczny; 2023, 5, 1; 57-60
2657-8964
Pojawia się w:
Przegląd Krytyczny
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wyzwania cyfrowego rodzicielstwa. O Grach wideo w środowisku rodzinnym Damiana Gałuszki
Challenges of Digital Parenthood. On Damian Gałuszka’s „Video Games in Family Environment”
Autorzy:
Paprzycka, Anna
Powiązania:
https://bibliotekanauki.pl/articles/520020.pdf
Data publikacji:
2018
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
game studies
video games
games in family environment
Damian Gałuszka
Opis:
Reviewed book: Damian Gałuszka, Gry wideo w środowisku rodzinnym. Diagnoza i rekomendacje, Kraków: Wydawnictwo Libron 2017, ISBN: 978-83-65705-37-2, pp. 253.
Źródło:
Creatio Fantastica; 2018, 2(59); 187-196
2300-2514
Pojawia się w:
Creatio Fantastica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Lokacje teatralne w cyfrowych grach fabularnych jako przyczynek do refleksji nad remediacją teatru w obrębie gier komputerowych
Theatrical locations in digital role-playing games as a starting point for the reflection on the remediation of theater in computer games
Autorzy:
Kłeczek, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/973182.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
video games
theater
video game locations
remediation
theatrology
ludology
immersion
cRPG
Opis:
Digital games and theatre seem to have similar identity. This may be observed in similar art techniques used in both media. The aim of this paper is to demonstrate how theatre as a medium is represented in digital games. Analysis of selected games using theatrological methods shows the ludological problem of immersion in a new and interesting way. The subject of study is theatrical video game locations in Pathologic, The Path, Final Fantasy IX and The Elder Scrolls III: Morrowind. According to the author, analysing such locations is a good starting point for the discussion about the remediation of theatre and digital games.
Źródło:
Replay. The Polish Journal of Game Studies; 2014, 01
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players
Autorzy:
Hofman-Kohlmeyer, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/1933675.pdf
Data publikacji:
2021
Wydawca:
Akademia Leona Koźmińskiego w Warszawie
Tematy:
user-generated content
branded content
video games
game modding
Opis:
Purpose: The article sought to answer research questions regarding investigated branded content generated by players in simulation video games. How does the process work in video games? What are the characteristics of branded user-generated content in video games? To what extent players are willing to participate in branded content creation? Methodology: I conducted 20 in-depth interviews among Polish players, with the application of snowball sampling. The study participants were adult users of chosen simulation video games: The Sims, Second Life, and Euro Truck Simulator 2. Findings: We can distinguish content based on game mechanism, official add-ons, or game modding. Players frequently check some brands from a set offered by game developers and create content (e.g. in The Sims users can design house interiors with IKEA furniture). Some players are not satisfied by what a game offers and generate content based on modding (e.g. DHL trucks or McDonald’s restaurants inside the Euro Truck Simulator 2). In this respect, the article refers to Smith’s, Fischer’s, and Yongjian’s content dimensions. Branded game modifications described by respondents are characterized by a high level of similarity towards real brands and positive brand sentiment (valence). I noted no statement about player and marketer (brand) communication in gathered material. The biggest challenge for practitioners in the field of UGC in video games is how to manage brand messages. Practical Implications: Brand-related user-generated content is an important phenomenon in terms of the brand-building process and its impact on brand reception, which all require marketers’ attention. For game developers, such a content is a source of information about customer expectations. Players show their personal expectations by game modding. Originality/Value: Brand-related content generated by users is frequently associated with social media. The scholarship shows a lack of knowledge of branded user-generated content in video games.
Źródło:
Central European Management Journal; 2021, 29(1); 61-87
2658-0845
2658-2430
Pojawia się w:
Central European Management Journal
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Z archiwum XCOM: jak pokonać kosmitów i zachować rozsądek
From the XCOM Archive: How to defeat the Aliens and Stay Sane
Autorzy:
Majkowski, Tomasz Z.
Powiązania:
https://bibliotekanauki.pl/articles/1359838.pdf
Data publikacji:
2016-05-31
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
security
UFO
video games
ludohermeneutics
bezpieczeństwo
ludohermeneutyka
gry wideo
Opis:
XCOM: Enemy Unknown, gra wideo z roku 2012 (odświeżająca starszy o niemal dwie dekady pierwowzór), stawia przed graczem stosunkowo stereotypowe zadanie – musi pokonać najeźdźców z kosmosu. Proponuje przy tym wyrazistą i prezentowaną linearnie fabułę oraz interesujący mechanizm troski o pojedynczych, walczących z niegodziwymi kosmitami żołnierzy. Analiza relacji pomiędzy zasadami i rozgrywką a warstwą narracyjno-estetyczną gry umożliwia interpretację centralnej tematyki, to jest problemów bezpieczeństwa, dylematów wielokulturowości oraz rozumu instrumentalnego jako narzędzia sprawowania władzy. Podejmując te kwestie za pomocą środków charakterystycznych dla gier wideo, XCOM staje się istotnym ogniwem łańcucha narracji o inwazji z kosmosu, którego pierwszym ogniwem jest Wojna światów, krytyka instytucji kolonialnych pióra H.G. Wellsa z roku 1898. Opis metod dostosowania tej klasycznej problematyki do potrzeb współczesnego odbiorcy kultury popularnej pozwala zademonstrować narzędzia analityczne, stosowane w interpretacji gier wideo.
XCOM: Enemy Unknown, a 2012 video game (actually a reboot of a game released nearly two decades earlier), presents players with a relatively stereotypical task – they must defeat cosmic invaders. It also proposes a clear, linearly-presented plot and an intriguing mechanism of concern for the individual soldiers who are fighting the ignoble aliens. An analysis of the relationship between the rules and procedures of the game and its narrative-aesthetic layer allows for an interpretation of its central themes, chiefly, the problem of guaranteeing security, the dilemmas faced by a multicultural society, and instrumental reason as a tool in ruling over others. Dealing with these issues by means of typical videogame techniques, XCOM becomes an important link in the chain of narratives about invasions from outer space initiated by War of the Worlds, a critique of colonial institutions written by H. G. Wells in 1898. A description of the methods by which these classic problems are adapted to the needs of the contemporary audience of popular culture enables me to demonstrate the analytical tools used in interpreting video games.
Źródło:
Forum Poetyki; 2016, 4-5; 82-91
2451-1404
Pojawia się w:
Forum Poetyki
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
„Zgorszenie postludzkie” - posthumanistyczne definiowanie zgorszenia w obszarze technologii, informacji i relacjach międzygatunkowych
“Posthuman outrage” – posthuman defining of outrage in technology, information and relationships between species
Autorzy:
Stasieńko, Jan
Powiązania:
https://bibliotekanauki.pl/articles/521045.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Pedagogiczny im. Komisji Edukacji Narodowej w Krakowie
Tematy:
posthumanism
scandal
subjectivity
animal rights
cyborg
video games
intimacy
Opis:
A special response to the various manifestations of posthumanistic idea may be the sense of scandal. It may be related to the lack of acceptance of the idea of non-human entity and therefore, its broad definition, and the act of inviting an entity to become creations of different ontological status. However, it appears that the scandal may have a reciprocal nature. Shocking may be both a definition formed from the anthropocentric point of view (for posthumanists) as well as from posthuman perspective, when followers of the rhetoric of openness to the “other” can manifest their disagreement over narrow vision of subjectivity. Thus the shape of the subject relations comes under an intensive discoursivisation in the sphere of social and cultural activity, which I would like to survey in this text. The article aims to show the intricate circumstances of a scandal that might arise in the discussion about subjectivity. I will demonstrate how scandal manifests itself within the three areas: interspecies relations, technological and information areas, by analyzing selected case studies within each of the areas.
Źródło:
Annales Universitatis Paedagogicae Cracoviensis. Studia de Cultura; 2012, 4; 6-24
2083-7275
Pojawia się w:
Annales Universitatis Paedagogicae Cracoviensis. Studia de Cultura
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Place et rôle des jeux numériques dans le développement des activités narratives dans une classe de FLE
Video games and narrative activities in a French as a foreign language classroom
Autorzy:
Kotuła, Krzysztof
Powiązania:
https://bibliotekanauki.pl/articles/1048276.pdf
Data publikacji:
2019-07-09
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
French as a foreign language
narration
CALL
video games
Opis:
The aim of the present article is to focus on the potential of video games as a tool enabling the language teacher to transform the learning experience in the FL classroom. Apart from presenting various theoretical aspects of integrating computer-enhanced ludic techniques into language teaching, learner discourse excerpts will be analysed in order to determine the extent to which video games implementation can enhance classroom interaction. Our main aim will be to list various contexts in which narrative activities can manifest themselves during French as a foreign language lessons. As we will see, learners can be encouraged to create stories not only in reaction to cinematic sequences but also when attempting to reconstruct events which occurred earlier in the game or while recalling events from an earlier gaming session.
Źródło:
Studia Romanica Posnaniensia; 2019, 46, 2; 25-43
0137-2475
2084-4158
Pojawia się w:
Studia Romanica Posnaniensia
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:
Interactivity and Audiovisuality of Computer Games. A Three-level Model of a Computer Game as Interaction
Autorzy:
Wałaszewski, Zbigniew
Powiązania:
https://bibliotekanauki.pl/articles/45203819.pdf
Data publikacji:
2023-10-16
Wydawca:
Akademia Pedagogiki Specjalnej im. Marii Grzegorzewskiej. Wydawnictwo APS
Tematy:
computer games
video games
interaction
interactivity
audiovisuality
model
ludology
game studies
Opis:
The article presents an updated model of playing a computer game as the user’s interaction with its system, taking into consideration audiovisuality as the fundamental channel for computer-human communication. Interactivity is an inherent property of computer games, which clearly distinguishes them from other kinds of games: it is therefore a defining feature of computer games. On the other hand, audiovisuality is a necessary characteristic, following from the communication between the computer and its user, taking place mainly in the channel of synchronized image and sound, which is dominant in human perception. The point of departure for the model development is an analysis of human interaction with the machine which runs the game system; in the model, there is a dynamic change from interactivity of a computer game to a human being’s interaction with the computer while playing, which makes it possible to fully account for the complexity of the situation of playing a computer game. The presented model combines the ludic aspect of a computer game (interactive entertainment) with the capacity to convey messages (an audiovisual cultural text), and from a commmunicative perspective, it unambiguously assigns a human being the role of the subject using a computer game.
Źródło:
International Journal of Pedagogy, Innovation and New Technologies; 2023, 10(1); 124-138
2392-0092
Pojawia się w:
International Journal of Pedagogy, Innovation and New Technologies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Przemiany w branży gier wideo z perspektywy praw własności intelektualnej
Changes in the video games industry from the perspective of intellectual property rights
Autorzy:
Klimczak, Mikołaj
Powiązania:
https://bibliotekanauki.pl/articles/434689.pdf
Data publikacji:
2013
Wydawca:
Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Tematy:
video games
property rights
patents
contracts
opportunism
enterprises’ strategies
Opis:
Considerations contained in this paper apply to changes that are currently taking place in the video game industry. According to very conservative estimates, the revenue the video game market is expected to grow to 82 billion dollars by 2017. This makes that video game industry, hitherto little explored by economists, can be an interesting subject of study. The main emphasis of this paper has been placed on the analysis of the impact of changes in the perception of property rights, both absolute as well as relative. They affect the performance of many of those involved in the video game industry: producers (who create the relevant product), publishers (dealing with marketing, production and financing physical creation of the game), distributors (involved in the distribution of physical as well as digital), players and other businesses and people from the environment. The paper initially identified general problems that arise from changes in the perception of property rights. Firstly, monetary externalities in a situation of incomplete markets are not fully internalized by the market mechanism. Secondly, the real external effects mean that the markets side effects occur among third parties. Thirdly, feedback can occur between the first two problems, intensifying their activities. Fourthly, in a situation of relative property rights there can be observed the problem of precontractual opportunism, which may cause a breach of property rights during the preparation and negotiation of a contract. Fifthly, there can be observed postcontractual opportunism, which is the engine of breaches of contract after its agreement and conclusion. Next, the paper indicates manifestations of these problems that are taking place in the video game industry: the use of technology restricting the exchange in response to the intensification of piracy, the emergence of adverse selection on many levels (because the video game industry is a network of contracts) or the occurrence of the phenomenon of moral hazard. Next, in the paper there are determined the consequences of these problems which can be expected, and how in such a situation the entities engaged in business may react. One can expect, for example: searching for better protection against imitation and unauthorized copying, increased costs of producers and publishers, increased pressure on subcontractors, negative incentives for innovation, the development of technology security breaches, adverse selection and moral hazard on many levels. In the conclusion the series of phenomena are identified, both negative and positive, that occur or may occur in the video game industry. There might be a reduction in the incentives to invest and develop the industry, followed by an escalation of piracy, rising prices or reduced quality of the products. These effects definitely lead to a reduction in welfare. On the other hand, there are innovations leading to the development of the industry in the directions previously unexplore
Źródło:
Ekonomia - Uniwersytet Ekonomiczny we Wroclawiu; 2013, 4 (25); 132-150
2080-5977
Pojawia się w:
Ekonomia - Uniwersytet Ekonomiczny we Wroclawiu
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
“Press Y to Quit the Game, or X to Resume…”: On Game Culture in the Context of Hermeneutics of Didactical Experience
Autorzy:
Androsiuk, Łukasz Wojciech
Powiązania:
https://bibliotekanauki.pl/articles/1931998.pdf
Data publikacji:
2021-12-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
new media
hermeneutics
didactics
new humanities
video games culture
Opis:
Assuming the statement, according to which video games (or the entire culture related to them) can serve as a valuable teaching material, is true, it is reasonable and justified to question the still-existing opposition and dispute that digital games must face in school environments. This fact is all the more astonishing as it is the representatives of educational environment that are currently providing particularly didactically inspiring evidence, and thus also strong arguments for this claim. At the same time, the fact that computer games have always dealt with the cultural industry, or at least as much as with culture, means that the “distrustfulness” towards digital games present in the educational space does not only have to be an expression of prejudices and moral panic. Acting from the position of a philosopher involved in the educational potential of computer games, in this text I take up to formulate a possible answer/possible answers explaining the reasons for this conjuncture. Relying on the hermeneutic method, I also suggest possible ways of reading a computer game, pointing to its didactic importance. This text is therefore directed primarily to teachers and educators interested in searching for innovative and practical educational strategies.
Źródło:
Kultura i Edukacja; 2021, 4(134); 123-138
1230-266X
Pojawia się w:
Kultura i Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
History of video game localization in Poland
Autorzy:
Kudła, Dominik
Powiązania:
https://bibliotekanauki.pl/articles/53366583.pdf
Data publikacji:
2022-12-11
Wydawca:
Oficyna Wydawnicza ATUT – Wrocławskie Wydawnictwo Oświatowe
Tematy:
video game localization
video games in Poland
localization into Polish
video game distribution
Opis:
The primary focus of the present article is the development of practices aimed at creating new language versions of video games in Poland. The historical outline concentrates on various forms that video game localization practices took throughout the years and juxtaposes them with global localization trends. Firstly, the initial attempts in the 1980s are discussed. Some of those projects were just adaptations of video games developed outside Poland and were not officially called localizations. Next, the first official distributing companies in Poland of the 1990s are described. The topic of gaming magazine articles which in the final decade of 20th century resembled user manuals is also discussed. Then the focus is on the first official localizations involving voice acting. After that, the process of illegal video game localization in Poland is discussed with the multifarious forms it took, the manners of combatting this phenomenon and a variety of examples. Later the turn of the centuries is depicted. This period witnessed numerous successful Polish localizations, which were prepared with considerable attachment to the quality of translation. The first decade of 21st century was the time when most Polish localization companies were established. The change of localization approach at the beginning of the second decade of the 21st century is discussed further. The 2010s provided more examples for partial localizations. The possible reasons for such an approach are also provided. However, these were also the times of a constantly growing number of English localizations of games developed in Poland. Subsequently, the discrepancy between the localizations commissioned by larger and independent companies are compared. Finally, the developments of the early 2020s are shown.
Źródło:
Studia Translatorica; 2022, 13; 127-146
2084-3321
2657-4802
Pojawia się w:
Studia Translatorica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Computer games as a subject of psychological research – negative and positive aspects of gaming
Autorzy:
Paleczna, Monika
Powiązania:
https://bibliotekanauki.pl/articles/26075420.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
computer games
video games
player
negative and positive aspects
advantages and disadvantages
Opis:
Computer games are an interactive form of entertainment that is popular with younger and younger players. Therefore researchers are actively seeking information on the consequences of pursuing this type of pastime. At the beginning, the researchers’ attention was focused mainly on the negative aspects of gaming. Nowadays, more and more benefits related to this activity are being indicated. In 2014, Granic, Lobel and Engels published an article on the benefits of playing computer games. The researchers focused on four areas: cognitive, motivational, emotional, and social. They wanted to inspire new research on mental health benefits of gaming by pointing to various research reports they selected. This paper aims to present the research directions explored in recent years by researchers who strive to describe the positive and negative consequences of gaming. I present the main directions and examples of research in these areas, highlighting the ambiguity of the current results. Problematic areas related to gaming include aggression and violence, addiction, weakening of social relations, experiencing undesirable emotions, sexualization, racial prejudice, and racial discrimination. The indicated opportunities and benefits are the strengthening of cognitive, motor, emotional, and social competences.
Źródło:
Replay. The Polish Journal of Game Studies; 2022, 9, 1; 11-41
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wyjątkowość doświadczenia śmierci w artystycznych grach wideo
The uniqueness of the experience of death in art video games
Autorzy:
Strużyna, Hanna
Strużyna, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/973179.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
art games
death
video games
Jason Rohrer
Anna Anthropy
Tale of Tales
Opis:
Video games present different meanings of death than those conditioned by social and cultural contexts. Most games treat the motif of death instrumentally. Therefore, death is usually a norm and a rule in typical video games. However, art games present a different sense of death, one that defies its conventional meanings. The article analyses the different presentations of death in three art games: "Passage" (Rohrer, 2007), "The Graveyard" (Tale of Tales, 2008) and "Queers in Love at the End of the World" (Anthropy, 2013). These productions prove that video games are an excellent medium to offer players a deep emotional experience, which can also encourage taking a fundamental and more profound reflection on the meaning of life and death.
Źródło:
Replay. The Polish Journal of Game Studies; 2015, 02
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The experience and exploration of worlds in single-player video games
Autorzy:
Wolf, Mark J.P.
Powiązania:
https://bibliotekanauki.pl/articles/1955314.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
game world
open world
single-player video games
exploration
narrative
Opis:
The author indicates a few of the most common experiences that are encountered, particularly in single-player open-world games where exploration of the world plays a large part of the enjoyment of a game. The experiences mentioned in the essay are: arrival in the world, the gaining of an objective, the revelation of the expansiveness of the world, the first contact with the world’s residents, world routines, travel to the world’s boundaries, and the completist’s exhaustion of the world when one has seen and experienced everything.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 223-230
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Widzialność, kompensacja i kontrola. Niepełnosprawne postacie w grach wideo
Visibility, compensation and control. Video game characters with disabilities
Autorzy:
Wieremiej, Bartosz
Powiązania:
https://bibliotekanauki.pl/articles/1853574.pdf
Data publikacji:
2018
Wydawca:
Narodowe Centrum Kultury
Tematy:
niepełnosprawność
gry komputerowe
przestrzeń
ograniczenia
disability
video games
space
limitations
Opis:
Characters with disabilities do not often appear in video games. In fact, there are hundreds of virtual worlds in which disability is practically absent, invisible, almost unacceptable. The article aims to draw attention to how characters with disabilities function in the game environment. What changes when we are in charge of or when we otherwise interact with a character with disability? What impact does the presence of such figures have on the space and environment of the game?
Źródło:
Kultura Współczesna. Teoria. Interpretacje. Praktyka; 2018, 102, 3; 98-106
1230-4808
Pojawia się w:
Kultura Współczesna. Teoria. Interpretacje. Praktyka
Dostawca treści:
Biblioteka Nauki
Artykuł

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