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Wyszukujesz frazę "video games" wg kryterium: Temat


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:
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:
Procedural Content Generation in Game Development Process
Autorzy:
Jaśkiewicz, G.
Powiązania:
https://bibliotekanauki.pl/articles/115641.pdf
Data publikacji:
2012
Wydawca:
Fundacja na Rzecz Młodych Naukowców
Tematy:
Procedural content generation
Game development
Video games
Genetic algorithms
Level design
Opis:
This article describes procedural content generation algorithms used by an independent video game developer in a level design process for the logical game Keri Tap. Genetic algorithms were used as the computational core of the level generation routines. The research that was carried out in order to defi ne good algorithm setup has been described. Main idea of this article is to show that PCG [14] methods can be used by small independent video game developers to gain measurable benefits.
Źródło:
Challenges of Modern Technology; 2012, 3, 3; 7-10
2082-2863
2353-4419
Pojawia się w:
Challenges of Modern Technology
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:
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:
„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:
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:
Distraction of attention with the use of virtual reality. Influence of the level of game complexity on the level of experienced pain
Autorzy:
Piskorz, Joanna
Czub, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/430615.pdf
Data publikacji:
2014-12-01
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
Virtual Reality
Pain
Attention distraction
Cold Pressor Test
Video games
Opis:
: Research done in recent years shows that Virtual Reality (VR) can be an effective tool for distracting attention from pain. The purpose of this study was to test how the complexity of Virtual Environment (VE) influences the experienced intensity of thermal pain stimuli. A within-subjects design experiment was conducted, using cold pressor test for pain stimulation. Research was done on 31 students of Wroclaw Universities. Participants played games created for the purpose of the study, using head mounted displays and movement sensors. Two Virtual Environments differing in the level of complexity and non-VR control condition were used. The order of all conditions was counterbalanced. Participants reported significantly lower pain intensity (Visual Analogue Scale) after playing the high complexity game, compared to the low complexity game. There were also significant differences between non-VR control condition and high complexity game, but not between non-VR and low complexity game. The pain tolerance (measured by time of keeping the hand in cold water) was significantly higher in both VR conditions comparing to non-VR conditions. However, no significant differences between VE’s were found in pain tolerance ratings. Results of this study provide preliminary evidence that game complexity can be related to pain experience during VR interventions.
Źródło:
Polish Psychological Bulletin; 2014, 45, 4; 480-487
0079-2993
Pojawia się w:
Polish Psychological Bulletin
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:
Polityki pracy i zabawy w popkulturowym przemyśle sieciowych gier komputerowych
The Politics of Labor and Play in Popcultural Industry of On-Line Video Games
Autorzy:
Felczak, Mateusz
Powiązania:
https://bibliotekanauki.pl/articles/1013258.pdf
Data publikacji:
2014-01-01
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
on-line video games
playbour
digital labor
cognitive capitalism
sieciowe gry wideo
pracozabawa (playbour)
praca cyfrowa
kapitalizm kognitywny
Opis:
Artykuł dotyczy funkcjonowania w kapitalistycznym obiegu rynkowym sieciowych gier komputerowych segmentu AAA, rozumianych jako produkty podlegające wymianie towarowej. Autor analizuje metody kapitalizacji produktywności graczy, takie jak wykorzystywanie nieodpłatnej pracy fanów, stawiając tezę o dostosowywaniu mechanik gier do paradygmatu pracozabawy. Wymienione i opisane zostają mechanizmy modelowania odbioru i dystrybucji gier na przykładzie działania aplikacji Steam oraz metod eksploatacji walutowego domu aukcyjnego w grze Diablo III. Automatyzacja procesu rozgrywki zostaje uznana za najbardziej efektywny model interakcji, wypierający tradycyjnie rozumianą eksplorację i budowanie relacji z innymi graczami.
The article deals with the functioning of the on-line AAAgames in capitalist market circulation, with games understood as productssubject to trade exchange. The author analyzes the method of capitalizationof players’ productivity, such as the use of unpaid digital laborof fans, arguing that the game mechanics are often adjusted to the playbourparadigm. The mechanisms of modeling the reception and distributionof games are listed and described based on the example of Steamand methods of exploitation of the Real-Money Auction House in DiabloIII. Automating the process of the game is considered to be the mostefficient model of play, displacing traditionally understood explorationand interaction with other players.
Źródło:
Praktyka Teoretyczna; 2014, 14, 4; 111-130
2081-8130
Pojawia się w:
Praktyka Teoretyczna
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:
Sposoby funkcjonowania odniesień intertekstualnych oraz konsekwencje remediacji formuły gatunkowej westernu w grze „Call of Juarez”
The functioning of intertextual references and the consequences of remediation of the Western genre in "Call of Juarez"
Autorzy:
Szczęsny, Tomasz
Powiązania:
https://bibliotekanauki.pl/articles/973202.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
evolution of a western genre
intertextuality
narration in the modern cinema
remediation
genre in video games
Opis:
The author tries to examine the reasons for the popularity of the Western film convention manifested by the game "Call of Juarez". It seems surprising because Western – once a popular genre – currently seems to be almost extinct. The key to the investigation of "Call of Juarez" appears to be the analysis of the intertextual references and the remediation of the Western convention. In order to explain the popularity of Western themed games, the author argues that the reasons responsible for the death of Western were mainly economic and not as it was previously considered – sociological.
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:
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:
Wykorzystanie gry wideo sterowanej ruchem do oceny szybkości reakcji dzieci w wieku 11–13 lat
Use of a motion-controlled video game to evaluate the reaction time in children aged 11–13
Autorzy:
Polechoński, Jacek
Tomik, Rajmund
Dobias, Maria
Powiązania:
https://bibliotekanauki.pl/articles/464536.pdf
Data publikacji:
2014
Wydawca:
Akademia Wychowania Fizycznego we Wrocławiu
Tematy:
gry wideo sterowane ruchem
komputerowe gry ruchowe
szybkość reakcji
zdolności koordynacyjne
the motion-controlled video games
movement computer game
reaction time
abilities of coordination
Opis:
Background. In recent years the breakthrough in the video game market has occurred due to the new motion-sensing devices, which require a wide range of limb movements or even the whole body movement. Because of these technical solutions the video games have become a peculiar form of physical activity. Material and methods. The aim of this work was to compare the results of a standard computer test which measures reaction time and a physical test which measures the ability of grasping the Dietrich’s baton with the results obtained in “Super goalkeeper” – the motion-controlled video game for Xbox 360 Kinect. Thirty children attending Primary and Kindergarten schools No. 1 in Piekary Śląskie, Poland, aged 11–13 (the 5th and the 6th grade) took part in the experiment. Results and conclusions. In each trial, boys got higher results than girls. The results obtained in the motion-controlled video game “Super goalkeeper” correlated more strongly with the results of Dietrich’s test than the results of the standard reaction time computer test. The study showed also that the motion-controlled game may be an alternative to the existing tests which measure reaction time.
Źródło:
Rozprawy Naukowe Akademii Wychowania Fizycznego we Wrocławiu; 2014, 44; 93-98
0239-4375
Pojawia się w:
Rozprawy Naukowe Akademii Wychowania Fizycznego we Wrocławiu
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

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