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Wyszukujesz frazę "video game" wg kryterium: Temat


Tytuł:
Miasto-poza-miastem. Przejawy współczesnego flâneuryzmu w medium gry wideo
City beyond the city: the notion of contemporary flaneurism in video games
Autorzy:
Janik, Justyna
Powiązania:
https://bibliotekanauki.pl/articles/973203.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
exploration video game
city space
flâneur
slow space
video game space
motion in video games
Opis:
This article is a comparative analysis between the exploration video game genre and the theories of contemporary city space. It focuses predominantly on confronting spatial experience of the city space with video game space. This comparison uses the concept of flâneur and slow space to show how these two phenomena are manifested in virtual environments. In the exploration video games, such as "Dear Esther" and "Proteus", the author sees an interesting alternative to overcomplicated gameplay and games overloaded with unnecessary visual information.
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:
Nomadyczność w cieniu Mordoru
Nomadicity in the Shadow of Mordor
Autorzy:
Alejski, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/520028.pdf
Data publikacji:
2017
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
video game culture
video game
video games
game studies
Deleuze
Deleuze and Guattari
Shadow of Mordor
role-playing games
Opis:
The article Nomadicity in the Shadow of Mordor analyzes the tools of reproducing ideologies in video games based on Tolkien’s legendarium, including Middle Earth: Shadow of Mordor (2014). Alejski tackles its mechanics using the concepts presented by Gilles Deleuze and Felix Guatttari—the nomadic thought and dynamics of relations between particular objects, such as territory, map and diagram during the gameplay. In order to identify these nomadic strategies occurring in the game, the processes of deterritorialization, the creation of maps and diagrams, and the ways of functioning in relation to these processes occurring in the game are taken under consideration. Alejski’s particular attention is dedicated to the categories of inhabitation and movement—both in the topological and ontological context. An important source of reproduction of nomadic thought described in the article is the so-called Nemesis system— a gameplay management module contained in the code of Middle Earth: Shadow of Mordor that allows new actors to join the game, enabling them to enter into relations not only with the user but also with each other. The operation of the Nemesis system brings together the potential of the agency of all actors involved in the game (including the user) and allows for decentralized and non-hierarchical production of the story.
Źródło:
Creatio Fantastica; 2017, 2(57); 93-103
2300-2514
Pojawia się w:
Creatio Fantastica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Revisiting the Classics and the New Media Environments: Shakespeare Re-Told by Jeanette Winterson, Margaret Atwood and Edward St. Aubyn
Autorzy:
Percec, Dana
Powiązania:
https://bibliotekanauki.pl/articles/648233.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
adaptation
Hogarth Shakespeare
media
performance
video game
Opis:
The versatility of the appropriation of Shakespeare in recent years has been witnessed in a variety of registers and media, which range from special effects on the stage, music, cartoons, comics, advertisements, all the way to video games. This contribution looks at some of the novels in the Shakespeare Re-told Hogarth series as effigies of the contemporary process of adapting the Elizabethan plays to the environments in which the potential readers/viewers work, become informed, seek entertainment and adjust themselves culturally, being, ultimately, cognitive schemes which are validated by today’s reception processes. The first novel in the series was Jeanette Winterson’s Gap of Time (2016), in which the Shakespearean reference to the years that separate the two moments of The Winter’s Tale’s plot becomes the title of a video game relying mainly on fantasy. Margaret Atwood’s Hag-Seed (2016) rewrites The Tempest as a parable of the theatrical performance and its avatars, as undisputable authority, on the one hand, and source of subversiveness, on the other. Dunbar (2018) is Edward St. Aubyn’s response to the family saga of King Lear, where kingship, territorial division and military conflict are replaced by modern media wars, and the issues of public exposure in the original text are reinterpreted interpreted by resorting to the impact of the audio-visual on every-day life.
Źródło:
Multicultural Shakespeare: Translation, Appropriation and Performance; 2019, 20, 35; 133-150
2083-8530
2300-7605
Pojawia się w:
Multicultural Shakespeare: Translation, Appropriation and Performance
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Analiza zachowań i motywacji widzów rozgrywek e-sportowych oraz ich percepcja jakości platformy streamingowej video game live Twitch
Evaluation of the Quality of the Video Game Live Streaming Platform Twitch among Viewers of E-Sports Games
Autorzy:
Szóstakowski, Marcin
Winiarski, Jacek
Powiązania:
https://bibliotekanauki.pl/articles/7081448.pdf
Data publikacji:
2022-08-31
Wydawca:
Uniwersytet Gdański. Wydział Ekonomiczny
Tematy:
e-sport
streaming video game live
Twitch
Opis:
Artykuł zajmuję się szerokim obszarem e-sportu i dotyka problemu badawczego jakim jest bierne uczestnictwo w transmisjach e-sportowych oraz sposobów konsumpcji transmisji e-sportowych przez widzów. Wyróżnione zostały dwa cele artykułu: 1) eksploracja zachowań i motywacji widzów rozgrywek e-sportowych oraz 2) ocena platformy streamingowej video game live Twitch wśród widzów e-sportu. W artykule weryfikowane są hipotezy dotyczące oceny jakości platformy Twitch wśród widzów e-sportu oraz hipotezy dotyczące ich zachowań i motywacji (czasu poświęcanego na oglądanie e-sportu, sposobów realizowania tej aktywności oraz czynników motywujących do takiej formy spędzania czasu). E-sport jest dynamicznie rozwijającą się zjawiskiem sportowo-widowiskowym o stale rosnącym znaczeniu rynkowym. Dodatkowo jest on relatywnie słabo zbadany w literaturze naukowej, co implikuje istotność prowadzenia badań w jego zakresie. Do eksploracji wybranego obszaru badawczego oraz zweryfikowania postawionych hipotez wykorzystano metody ilościowe. Dane zostały zebrane wśród respondentów techniką CAWI. W celu pomiaru jakości serwisu Twitch zastosowano autorską metodę bazującą na modyfikacji metody E-Servqual. Uzyskane dane zapewniają dodatkowy wgląd w analizowanie e-sportu z perspektywy zjawiska widowiskowego o sportowym charakterze oraz pomagają zrozumieć percepcję widzów e-sportu w stosunku do platform streamingowych video game live. Wyniki badania wskazują na to, że widzowie e-sportu są aktywnymi graczami gier, których rozgrywki oglądają. Do biernego uczestnictwa w e-sporcie dodatkowo motywuje ich chęć rozrywki oraz zainteresowanie daną grą. Uzyskane wyniki potwierdzają dominującą pozycje platformy Twitch. Dane wskazują jednak, że jej użytkownicy nie są w pełni zadowoleni z jakości jaką ona oferuje dla widzów rozgrywek e-sportowych.
This article covers the broad area of e-sports and touches on the research problem of passive participation in e-sports broadcasts and the ways in which viewers consume e-sports broadcasts. Two goals of the article are distinguished: 1) the exploration of the behavior and motivation of viewers of e-sports games, and 2) the evaluation of the video game live streaming platform Twitch among e-sports viewers. The article verifies hypotheses concerning the evaluation of the quality of the Twitch platform among e-sports viewers, as well as hypotheses concerning their behavior and motivation (time spent watching e-sports, ways of realizing this activity, and factors motivating this form of spending time). E-sport is a rapidly growing sports-viewing phenomenon with an ever-increasing market significance. In addition, it is relatively poorly studied in the scientific literature, which implies the relevance of conducting research in its field. Quantitative methods were used to explore the selected research area and verify the hypotheses. Data were collected among respondents using the CAWI technique. A proprietary method based on a modification of the E-Servqual method was used to measure the quality of the Twitch service. The data obtained provide additional insight into analyzing e-sports from the perspective of a sports-themed spectator phenomenon and help to understand the perception of e-sports viewers toward video game live streaming platforms. The results of the study indicate that e-sports viewers are active players of the games they watch play. Their passive participation in e-sports is further motivated by their desire to be entertained and their interest in a particular game. The results obtained confirm the dominant position of the Twitch platform. However, the data indicate that its users are not fully satisfied with the quality it offers to viewers of e-sports games.
Źródło:
Współczesna Gospodarka; 2022, 14, 2/S; 11-27
2082-677X
Pojawia się w:
Współczesna Gospodarka
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Spinal pain syndromes among video game players
Zespoły bólowe kręgosłupa u graczy komputerowych
Autorzy:
Korpak, Klaudia
Bac, Aneta
Ścisłowska-Czarnecka, Anna
Powiązania:
https://bibliotekanauki.pl/articles/1032115.pdf
Data publikacji:
2020
Wydawca:
Państwowa Wyższa Szkoła Zawodowa w Tarnowie
Tematy:
"e - sport
"spine"
"video game players"
pain"
Opis:
Aim of the study: The purpose of this study was to assess the occurrence of spinal pain syndromes among video game players. Material and methods: 550 persons took part in the survey, including 494 (89.8%) men and 56 (10.2%) women playing video games. The study was conducted using an online questionnaire created using Google Forms. The questionnaire contained 27 questions, including questions about time spent in sitting position, occurrence of spinal pain, ways of dealing with pain and knowledge of the principles of spinal pain prophylaxis. Results: 70% of respondents play on the computer seven days a week, about 3-4 hours a day. Half of the surveyed players devoted one to two hours a day to physical exercise, one third of the study subjects less than an hour, while every third video game player performed physical activity 3-4 times a week. When pain comes, almost 70% of respondents wait for it to subside, every fourth person treats themselves and the rest seeks help of a doctor or physiotherapist. Conclusions: There was no correlation between the number of years spent on playing video games and the occurrence of spinal pain as well as between the daily number of hours spent on playing video games and the occurrence of spinal pain.
Cel pracy: Celem niniejszej pracy była ocena występowania zespołów bólowych kręgosłupa u graczy komputerowych. Materiał i metody: W przeprowadzonym badaniu ankietowym wzięło udział 550 osób w tym 494 (89,8%) mężczyzn i 56 (10,2%) kobiet grających w gry komputerowe. Badania przeprowadzono za pomocą internetowego kwestionariusza ankiety stworzonego z wykorzystaniem Formularzy Google. Ankieta zawierała 27 pytań, wśród których znalazły się m.in. pytania o czas spędzany w pozycji siedzącej, występowanie dolegliwości bólowych kręgosłupa, sposoby radzenia sobie z bólem oraz o znajomość zasad profilaktyki bólów kręgosłupa. Wyniki: Pawie 70% badanych gra na komputerze siedem dni w tygodniu, około 3-4 godzin dziennie. Połowa badanych graczy poświęcała wysiłkowi fizycznemu od jednej do dwóch godzin dziennie, jedna trzecia badanych mniej niż godzinę natomiast co trzeci gracz komputerowy uprawiał aktywność fizyczną 3-4 razy w tygodniu. W przypadku wystąpienia bólu prawie 70% ankietowanych czeka aż ból sam ustąpi, co czwarta osoba leczy się sama a pozostałe osoby korzystają z pomocy lekarza lub fizjoterapeuty. Wnioski: Nie wykazano zależności między stażem grania w gry komputerowe, a występowaniem dolegliwości bólowych kręgosłupa a także między dzienną liczbą godzin poświęcanych na granie w gry komputerowe, a występowaniem dolegliwości bólowych kręgosłupa.
Źródło:
Health Promotion & Physical Activity; 2020, 11, 2; 15-20
2544-9117
Pojawia się w:
Health Promotion & Physical Activity
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Getting to Know the (Cyber)World: The Literary Motifs of Playing Computer and Video Games in Two Polish Fantastic Novels for Children and Young Adults
Autorzy:
Kostecka, Weronika
Powiązania:
https://bibliotekanauki.pl/articles/450700.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Wrocławski. Oficyna Wydawnicza ATUT – Wrocławskie Wydawnictwo Oświatowe
Tematy:
cognitive process
play
computer game
video game
cyberworld
identity
Opis:
The aim of this paper is to analyze two examples of Polish fantastic novels for children and young adults with respect to the literary motifs of cyberspace and computer/video games. The following issues will be discussed: 1) Play as a process of exploring the (cyber)world: how does a virtual space shape the plot of the selected novels?; 2) Play as a process of shaping a player’s identity: how does a cyberworld influence the protagonist’s personality and attitude toward life? I will focus on the award-winning novels: Omega (2009) by Marcin Szczygielski and 5 sekund do Io (5 Seconds to Io) by Małgorzata Warda (2015, 2018). As Krystyna Miłobędzka has pointed out, many classic works of children’s literature are stagings for the cognitive process of getting to know the world. In Szczygielski’s novel, the heroine’s knowledge about the world is formed by a variety of pop-cultural stimuli. This knowledge is then reflected in the shape of the game. At the same time, the protagonist reproduces and modifies these elements of pop culture, using them to populate her postmodern initiation scenario that is carried out in cyberspace. In a way, she shapes her own identity, and ‘invents herself ’ (as Sherry Turkle would put it) by taking a stance on various postmodern and pop-cultural phenomena. Moreover, this is in a cyberspace where the protagonist of Warda’s novel really does have causative power, and thus becomes an active participant in her surroundings, rather than a passive spectator of events. Significantly, while playing, she creates – to use Antoni Porczak’s words – a shifting identity for herself.
Źródło:
Filoteknos; 2019, 9; 263-274
2657-4810
Pojawia się w:
Filoteknos
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Jumping-Jack - implementation of the game in programmable logic device
Autorzy:
Tyburski, J.
Powiązania:
https://bibliotekanauki.pl/articles/114216.pdf
Data publikacji:
2018
Wydawca:
Stowarzyszenie Inżynierów i Techników Mechaników Polskich
Tematy:
video game
two-dimensional graphics
programmable logic device
Opis:
This paper concerns the manner and results of Jumping-Jack video game implementation performed with the use of programmable logic device. The implementation corresponds to a non-memory approach involving only the logical resources of mentioned device. What is more, it is referred to the creation of the game from scratch. Selected aspects of the implementation are presented, as well as the information about the hardware and software used for the process. Furthermore, the usability of the achieved solution is considered and the possible ways of the solution development are listed. The organization of the paper is as follows: in chapter 1 the description and screen of the game are shown. In chapters 2 to 4 the graphics details of the implemented game are provided. In chapters 5 to 7 the implementation process, its results and the final conclusions are described.
Źródło:
Measurement Automation Monitoring; 2018, 64, 1; 17-19
2450-2855
Pojawia się w:
Measurement Automation Monitoring
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
THE EFFECT OF DIGITAL VIDEO GAMES ON EFL STUDENTS’ LANGUAGE LEARNING MOTIVATION
Autorzy:
Ebrahimzadeh, Mohsen
Sepideh, Alavi
Powiązania:
https://bibliotekanauki.pl/articles/955866.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
digital video game
language learning motivation
game-based language learning
Opis:
Abstract The study examined the effect of a commercial digital video game on high school students’ language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game’s story; Players, who played the digital video game; and Watchers, who watched two classmates play the digital video game. A language learning motivation scale was given to the participants as a pre- and post-test. Also, field notes were taken. Results indicated a significant language learning motivation increase over time. Only the Watchers, however, showed significantly higher motivation than the Readers in the end. Thus, the use of commercial digital video games can help enhance high school students’ language learning motivation.
Źródło:
Teaching English with Technology; 2017, 17, 2; 87-112
1642-1027
Pojawia się w:
Teaching English with Technology
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:
Gra w autokreację
Autorzy:
Zarzycka, Agata
Powiązania:
https://bibliotekanauki.pl/articles/639267.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
Self-fashioning, Technologies of self, video game, self-reflexivity
Opis:
A Game of Self-FashioningThis paper is aimed to demonstrate the appropriation of mechanisms of self-fashioning by the medium of video game, where they function as factors structuring the relationship between the player and their avatar. Moreover, the analysis involves the contribution of those factors to the player’s self-reflection stimulated by their oscillation between agency and its regulation, the combination of which is characteristic of the video game experience.
Źródło:
Wielogłos; 2015, 3(25)
2084-395X
Pojawia się w:
Wielogłos
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Private Eye: A Gameplay for Problem Solving Skills
Autorzy:
Tomas U. Ganiron Jr, Ganiron Jr
Alfad, Johara G.
Florendo, Blaise A.
Amoncio, Reylan J.
Powiązania:
https://bibliotekanauki.pl/articles/1177999.pdf
Data publikacji:
2018
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
Animation
functionality
gameplay
private eye
software engineering
usability
video game
Opis:
The use of game-based learning relates to the use of games to enhance the problem-solving skills. This paper will present the findings of observational research of Private Eye as a gameplay using rudimentary programming concepts. The Private Game Play encompasses executables, source code, architecture descriptions, and so on. As a result, the notion of user extends to operators as well as to programmers, which are users of components such as software libraries. The standard provides a framework for organizations to define a quality model for a software product. In doing so, however, it leaves up to each organization the task of specifying precisely its own model. This may be done, for example, by specifying target values for quality metrics which evaluates the degree of presence of quality attributes. The study will assess the software quality of the Private Eye Gameplay based on ISO/IEC, 9126-1 It will also contribute to the empirical evidence in games-based construction by providing the results of observational research across different levels of its software quality and will provide pedagogical guidelines for assessing programming ability using a games-based construction approach.
Źródło:
World Scientific News; 2018, 96; 149-178
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gertrude Stein plays video games
Autorzy:
Schreiber, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/1955909.pdf
Data publikacji:
2021-12
Wydawca:
Instytut im. Jerzego Grotowskiego we Wrocławiu
Tematy:
landscape
video game narrative
Gertrude Stein
The Legend of Zelda
play
Opis:
The article juxtaposes the problems of spatiality and repetition in video game narrative with Gertrude Stein’s notion of the landscape play, in which the linear plot dissolves in favour of a complex network of connections between different elements of the work. Several examples are discussed, from The Legend of Zelda: Breath of the Wild to the Dark Souls series, showing the possible links between video games and Stein’s writing techniques, especially in the field of open world games, where the large, easily accessible spaces make it more difficult to build coherent, organised plots.
Źródło:
Didaskalia. Gazeta Teatralna; 2021, English Issue 2021; 167-188
2720-0043
Pojawia się w:
Didaskalia. Gazeta Teatralna
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Angry in Pink: Representation of Women in Video Games in the Infamous Franchise (2009-2014)
Autorzy:
Waszkiewicz, Agata
Powiązania:
https://bibliotekanauki.pl/articles/601215.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
Infamous First Light, female masculinity, representation, gender stereotypes, video game representation
Opis:
It is still common for video games to be classified as a predominantly male pastime. Five years after GamerGate, women and non-binary people still meet with the harassment, sexism, and aggressive behavior (Fox and Tang 2017). On the other hand those games that target women specifically - sometimes called “pink games” - mostly include stereotypes, concentrating their themes around chores, cooking, and fashion. Furthermore, in mainstream games, the male representation of the main characters still overshadows the number of female playable characters. While the non-binary and transgender characters are hardly ever present, women characters are often pigeonholed as a narrative tool, mostly as a trope of “damsel in distress”, victim whose death is to be avenged, or the heterosexual love interest (Ivory 2006, Beck at al. 2012, Huntemann 2014). The parallels can be drawn between the over-sexualization of the playable action protagonists in digital games (Behm-Morawitz and Mastro 2009) and the disagreement to overt expressions of female masculinity in the society (Halberstam 1998). Drawing on Halberstam’s work and I will offer an analysis of Fetch, a protagonist of Infamous First Light (2014) - the standalone additional content to a series of video games developed by Sucker Punch Productions.
Źródło:
New Horizons in English Studies; 2019, 4
2543-8980
Pojawia się w:
New Horizons in English Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gertrude Stein gra na komputerze
Gertrude Stein plays video games
Autorzy:
Schreiber, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/1830723.pdf
Data publikacji:
2021-10
Wydawca:
Instytut im. Jerzego Grotowskiego we Wrocławiu
Tematy:
landscape
video game narrative
Gertrude Stein
The Legend of Zelda
play
Opis:
The article juxtaposes the problems of spatiality and repetition in video game narrative with Gertrude Stein’s notion of the landscape play, in which the linear plot dissolves in favour of a complex network of connections between different elements of the work. Several examples are discussed, from The Legend of Zelda: Breath of the Wild to the Dark Souls series, showing the possible links between video games and Stein’s writing techniques, especially in the field of open world games, where the large, easily accessible spaces make it more difficult to build coherent, organised plots.
Źródło:
Didaskalia. Gazeta Teatralna; 2021, 165; 227-250
2720-0043
Pojawia się w:
Didaskalia. Gazeta Teatralna
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Quality of video games: introduction to a complex issue
Autorzy:
Sobociński, Maciej D.
Powiązania:
https://bibliotekanauki.pl/articles/103991.pdf
Data publikacji:
2019
Wydawca:
Stowarzyszenie Menedżerów Jakości i Produkcji
Tematy:
video game
quality
customer requirements
game industry
gry wideo
jakość
wymagania klientów
branża gier
Opis:
The video games industry is one of the fastest growing branches of industry, reaching revenues comparable to (or even surpassing, depending on the source) the 70 year older film industry. The growth was not free from turmoil, as the industry faced many disruptive changes, market crashes, fusions and takeovers. High development costs and fierce competition make video games a high-risk business. While it seems obvious that companies in such unstable environment should strive to achieve the highest quality of their products, the uniqueness, variety, complexity, and constant evolution of video games makes common definitions and models of quality difficult to apply. This article provides an overview of problems concerning the application of the term "quality", it's frameworks and measurement methods to video games.
Źródło:
Quality Production Improvement - QPI; 2019, 1, 1; 487-494
2657-8603
Pojawia się w:
Quality Production Improvement - QPI
Dostawca treści:
Biblioteka Nauki
Artykuł

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