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Wyświetlanie 1-12 z 12
Tytuł:
Gracz w roli narratora – na przykładzie gier komputerowychtypu FPP
Videogame Player as Narrator - Based on FPP Games
Autorzy:
Konczalski, Juliusz
Powiązania:
https://bibliotekanauki.pl/articles/555539.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Kardynała Stefana Wyszyńskiego w Warszawie
Tematy:
narration
videogames
performance
simulacrum
simulation
Opis:
Even though film is having the biggest esthetical impact on videogames, player’s participation during the gameplay suggests rather a theatrical – per- formative trope. It shouldn’t be however the reason to question narrative aspects of videogames. In this article I signal that mainstream videogames are drifting away from competition and moving closer to narration of intere- sting stories, in which a player is participating and also becomes a narrator. I describe this occurrence using Erika Ficher-Lichte’s performative esthetics and Jean Baudrillard’s simulation theory.
Źródło:
Załącznik Kulturoznawczy; 2014, 1; 471-497
2392-2338
Pojawia się w:
Załącznik Kulturoznawczy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Forecasting the sales of console games for the Italian market
Autorzy:
Rossetti, Renato
Powiązania:
https://bibliotekanauki.pl/articles/425197.pdf
Data publikacji:
2019
Wydawca:
Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Tematy:
exponential smoothing
SARIMA
forecast
videogames
Opis:
In videogames industry, time series analysis can be very useful in determining the general evolution and behaviour of the market dynamics. These methods are applicable to any time series forecasting problem, regardless of the application sector. This article discusses time series approaches to forecast the sales of console games for the Italian market. In particular two univariate techniques were evaluated, exponential smoothing and the SARIMA technique. The aim is to exploit the capabilities of these statistical methods in order to have a comparison of the results and to choose the most accurate model through an ex-post evaluation. Using monthly time-series data from November 2005 to September 2017, the selection of the most suitable model was indicated by the smallest value of the measures of accuracy (MAPE, sMAPE, RMSE) for the out-of-sample observations regarding the period October 2017-September 2018. The implementation of the models was done using Forecast PRO and Gretl. The time series involved is related to the sales regarding the first party manufacturers of consoles and handhelds (Microsoft, Sony and Nintendo).
Źródło:
Econometrics. Ekonometria. Advances in Applied Data Analytics; 2019, 23, 3; 76-96
1507-3866
Pojawia się w:
Econometrics. Ekonometria. Advances in Applied Data Analytics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
PROBLEMATIZING VIDEOGAMES: TEACHING STUDENTS TO BE CRITICAL PLAYERS
Autorzy:
Love, Mark
Powiązania:
https://bibliotekanauki.pl/articles/940870.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
critical media literacy
videogames
procedural rhetoric
Opis:
This contribution aims to familiarize educators with the unique ways in which videogames convey meaning as a media form and to provide an instrument, based on videogame theory, that educators can easily employ in intermediate and advanced English as a Foreign Language (EFL) classrooms to teach critical media literacy. In order to equip teachers with the skills needed to teach the critical media literacy of videogames, the author reviews relevant videogame theory, including Bogost’s procedural rhetoric (2008a) and Consalvo and Dutton’s (2006) holistic analysis. Important concepts from these schools of videogame criticism are combined with Freire’s (2010) notion of problematizing to create an instrument that can be productively employed by educators to teach students to be critical players of videogames. It is found that the approach offered bridges the gap between theory and student concerns, results in greater personalization on the part of students when they analyze videogames, and is able to help students raise emergent issues that the researcher could not anticipate. It is hoped that educators will share these emergent issues and continue the discussion.
Źródło:
Teaching English with Technology; 2017, 17, 4; 3-24
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Unmasking a potential crisis: An exploration of gaming addiction and depression in adolescents and young adults through a cross-sectional survey
Autorzy:
Samaranada, Vimukthi Asahara
Perera, Shishanthi Anuradha
Kanchana, Koralage Tanika Gayani
Griffiths, Mark D
Powiązania:
https://bibliotekanauki.pl/articles/29432045.pdf
Data publikacji:
2023-12
Wydawca:
Towarzystwo Pomocy Doraźnej
Tematy:
Gaming disorder
gaming addiction
videogames
depression
Sri Lanka
Opis:
INTRODUCTION: Gaming disorder is defined as a pattern of gaming behaviour characterised by impaired control over gaming, prioritisation of gaming over other activities to the point where gaming takes precedence over other interests and daily activities, and persistence or escalation of gaming despite negative consequences. Given the increasing global interest in videogames, particularly among adolescents and young adults, this study investigated the prevalence of gaming disorder and its associated factors among Sri Lankan adolescents and young adults, with a focus on factors associated with gaming addiction. MATERIALS AND METHODS: A cross-sectional survey was conducted involving 401 Sri Lankan adolescents and young adults who played video games, through an anonymous online survey using snowball sampling. The survey comprised four sections: demographic data, influencing factors for game playing, the seven-item Game Addiction Scale and a validated depression scale (nine-item Patient Health Questionnaire). SPSS IBM (version 27) was used for data analysis, which includes means, standard deviations, frequencies, percentages, Pearson’s correlation and chi-square tests. RESULTS: A total of 401 gamers participated, comprising adolescents (10-18 years; 9.5%) and young adults (19-35 years; 90.5%). The majority were non-gaming addicts (71.57%), and among the gaming addicts, 8.48% were classified as monothetic gaming addicts, while 19.5% were classified polythetic gaming addicts. Slightly more males were game addicts (52.63%) than females. There was a low positive correlation between videogame addiction and depression (r=0.321). More than half of the sample believed that visual triggers (58.6%) and frequent reward systems (56.1%) influenced their gameplay. There was a significant association (p <0.05) between gaming addiction and the three observed characteristics: visual triggers, audio triggers, and frequent rewards. CONCLUSIONS: Just under one-tenth of the study population sampled was classified as having a gaming addiction, with males having a slightly higher prevalence than females. The positive correlation between gaming disorder and depression suggests a consequential and potentially life-threatening outcome, wherein depression emerges as a serious consequence of addiction to gaming. When the structural characteristics of videogames, such as auditory, visual and frequent reward systems were considered, game addicts were more influenced by them.
Źródło:
Critical Care Innovations; 2023, 6, 4; 34-47
2545-2533
Pojawia się w:
Critical Care Innovations
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Effectiveness of the use of video games in the cognitive training of the elderly
Eficacia del uso de videojuegos en el entrenamiento cognitivo del anciano
Autorzy:
Navarro Guillén, Juan
Zaragozà Biot, Mª Carmen
Alfaro Royo, Mª Cristina
Sánchez Miguel, Rocío
Cárdenas Beltrán, Carmen Natividad
Fernández Alquézar, Oscar
Powiązania:
https://bibliotekanauki.pl/articles/1491088.pdf
Data publikacji:
2019-12-09
Wydawca:
Atena Research Association
Tematy:
Elderly
Videogames
Cognition
Occupational therapy
Cognitive training
Public health
Opis:
Objectives: This paper focuses on the main characteristics of aging and cognitive decline, considering also the aging process through the conceptual prism of biology (mechanisms of shortening of telomeres, cell oxidation and decrease in growth hormone segregation). The main objective was to study the effectiveness of the use of video games as occupational therapy intervention in the cognitive training of the elderly. Methods: Literature review was carried out according to PRISMA guidelines. The PICO strategy was used for the research question construction and the literature search; the P would be equivalent to the target population (Elderly), the I would be equivalent to the intervention of the intervention group (Videogames), the C to the existence of a control group (Control) and the O to the objective or variable to be modified (Cognition). The search was done in different scientific databases: Medline (Pubmed), Academic Search Complete, Cinahl y Psycinfo (EBSCO), Ibecs y Lilacs (BVS) y OTSeeker. Findings: The results are promising in terms of the effectiveness of video games in the cognitive training of the elderly. However, the effects varied in the different categories of video games. Conclusions: The use of video games may be an effective occupational therapy intervention for the cognitive training of the elderly. New research is needed about the potential cognitive benefits of the different categories of video games.
Źródło:
Atena Journal of Public Health; 2019, 1; 1-1
2695-5911
Pojawia się w:
Atena Journal of Public Health
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Story beats in videogames as value-driven choice-based unit operations
Autorzy:
Mochocki, Michał
Koskimaa, Raine
Powiązania:
https://bibliotekanauki.pl/articles/1955354.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
transmedia
narrative
beat
narratology
character
videogames
game studies
Opis:
We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a ‘unit operation’ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 5-31
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Infectious Aesthetic of Zombies: An Exploration of Zombie Narratives and Unit´ Operations of Zombies in Videogames
Autorzy:
Melhart, David
Jiwandono, Haryo Pambuko
Powiązania:
https://bibliotekanauki.pl/articles/485095.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
case studies
cinema, narrative
Romero
unit operations
videogames
zombie
Opis:
This document details the abstract for a study on zombie narratives and zombies as units and their translation from cinemas to interactive mediums. Focusing on modern zombie mythos and aesthetics as major influences in pop-culture; including videogames. The main goal of this study is to examine the applications of zombie units that have their narrative roots in traditional; non-ergodic media, in videogames; how they are applied, what are their patterns, and the allure of their pervasiveness.
Źródło:
Acta Ludologica; 2018, 1, 1; 28-39
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Kształtowanie tożsamości awatara w grach komputerowych. Studium komputerowych adaptacji <i>Waldena</i> Henryego D. Thoreau
Shaping the Avatar Identity in Computer Games A Study in Game Adaptations of Henry David Thoreau’s <i>Walden</i>
Autorzy:
Tomczak, Izabela
Stachura, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/467821.pdf
Data publikacji:
2018
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
teoria kultury
cultural theory
Henry David Thoreau
Walden
videogames
Opis:
Izabela Tomczak and Paweł StachuraAdam Mickiewicz University in PoznańPolandShaping the Avatar Identity in Computer Games A Study in Game Adaptations of Henry David Thoreau’s WaldenAbstract: The article discusses possibilities of character building in computer games, which for many gamers is a way of expressing and modifying their own identity. Games differ in the degree of freedom given to a gamer in shaping the identity of the in-game character, or avatar, and in many games avatar-formation is an important part of game structure, providing a lot of game satisfaction, and requiring as much time and involvement as the game-play itself. The games under discussion are adaptations of H.D. Thoreau’s Walden. The choice of games stems from the observation that identity, freedom, and limitation are important themes of Thoreau’s work, which is reflected in the games under discussion. The three games discussed in the article are, thus, treated as modernist and postmodernist readings of a literary text, giving the reader/gamer more or less limited possibilities of shaping the character/avatar. Keywords: cultural theory, Henry David Thoreau, Walden, videogames
For an abstract in English, scroll down.Artykuł omawia możliwości kształtowania postaci w grach komputerowych, dla wielu graczy jest to możliwość wyrażenia i modyfikacji własnej tożsamości. Gry różnią się bardzo swobodą, jaką gracz ma przy kształtowaniu tożsamości postaci-awatara, którą gra, przy czym w wielu współczesnych grach jest to ważna część struktury gry, dostarczająca graczom dużo satysfakcji i wymagająca od nich równie dużo czasu i zaangażowania, co sam proces gry. Omówione gry to komputerowe adaptacje dzieła Walden Henry'ego Davida Thoreau. Dobór przykładowych gier jest uzasadniony tym, że tożsamość, wolność i ograniczenie to ważne tematy dzieła Thoreau, znajdujące swoje odzwierciedlenie w grach opartych na tekście. Trzy omawiane gry zostały zatem potraktowane jako modernistyczne i postmodernistyczne odczytania tektstu literackiego, dające mniej lub bardziej ograniczone możliwości kształtowania postaci-awatara gracza.The article discusses possibilities of character building in computer games, which for many gamers is a way of expressing and modifying their own identity. Games differ in the degree of freedom given to a gamer in shaping the identity of the in-game character, or avatar, and in many games avatar-formation is an important part of game structure, providing a lot of game satisfaction, and requiring as much time and involvement as the game-play itself. The games under discussion are adaptations of H.D. Thoreau's Walden. The choice of games stems from the observation that identity, freedom, and limitation are important themes of Thoreau's work, which is reflected in the games under discussion. The three games discussed in the article are, thus, treated as modernist and postmodernist readings of a literary text, giving the reader/gamer more or less limited possibilities of shaping the character/avatar.
Źródło:
ER(R)GO: Teoria – Literatura – Kultura; 2018, 37
1508-6305
2544-3186
Pojawia się w:
ER(R)GO: Teoria – Literatura – Kultura
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Conscientiousness, Immersion, and Game Chance Type: Problematic Videogames Use Predictors among Professional Online Board Gamers
Autorzy:
Wojtasiński, Marcin
Tużnik, Przemysław
Cudo, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/31340934.pdf
Data publikacji:
2022
Wydawca:
Katolicki Uniwersytet Lubelski Jana Pawła II. Towarzystwo Naukowe KUL
Tematy:
problematic videogames use (PVG)
immersion
conscientiousness
online board games
moderated mediation analysis
Opis:
Several reports on the potential relationship between immersion experienced by gamers and problematic videogames use (PVG) have recently appeared in the literature but their results often vary. This discrepancy may be due to the fact that games can be chance-dependent (CDG) or chance-independent (CIG). This may also be due to the nature of the relationship between immersion and PVG with a personality trait (conscientiousness), which is an antecedent of both variables. We decided to check whether conscientiousness and PVG relationship will be mediated by immersion and whether this relationship is dependent on the game type. The survey was addressed to board game club members who represented professional players, based on the time spent playing games as well as the ranking criterion. Ninety-four CDG and CIG players responded to the survey. The model proposed in this pilot study showed that conscientiousness explains PVG directly in CIG players, whereas in CDG players this mechanism is mediated by the immersion they experience. This discovery sheds new light on the potential motivational causes of PVG, which depend on both immersion and the chance type of game.
Źródło:
Roczniki Psychologiczne; 2022, 25, 4; 367-383
1507-7888
Pojawia się w:
Roczniki Psychologiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Analiza potencjału implementacji koopetycji w partycypacji społecznej z zastosowaniem gier wideo w małych miastach
An analysis of the potential of implementing coopetition in social participation using video games in small towns
Autorzy:
Szot, Jan
Słuchocka, Katarzyna
Siewczyński, Borys
Powiązania:
https://bibliotekanauki.pl/articles/2057007.pdf
Data publikacji:
2021-06-01
Wydawca:
Uniwersytet Opolski
Tematy:
architecture
videogames
coopetition
spatial planning
urbanism
architektura
gry wideo
koopetycja
planowanie przestrzenne
urbanistyka
Opis:
Za sprawą rozwoju technologicznego, gospodarczego i społecznego powstały takie pojęcia jak partycypacja społeczna, koopetycja i kultura cyfrowa. Niniejszy artykuł podnosi kwestie partycypacji oraz koopetycji w odniesieniu do małych miast. Przytacza również zagadnienia związane z grami wideo, w tym geogames, będącymi jednym z odłamów gier, ich rolą we współczesnym społeczeństwie i potencjałem koopetycyjnym. Drogą analizy porównawczej wykazuje także najskuteczniejsze metody implementacji gier wideo w procesie partycypacji społecznej. Odnosząc rezultaty analizy do stanu partycypacji społecznej w małych miastach, artykuł podejmuje próbę odpowiedzi na pytanie o zasadność implementacji zagadnień koopetycji w proces partycypacji społecznej stosujący gry wideo jako narzędzie wsparcia.
Technological, economic and social developments have brought into reality such terms as social participation, coopetition or digital culture. This article raises issues of participation and coopetition in relation to small cities. It also discusses issues related to video games, including geogames and their position in contemporary society, as well as the use of games in the process of social participation. A comparative analysis reveals the most effective methods of implementing digital games in participatory processes, as well as their cooperative potential. By relating the results of the analysis to the state of social participation in small cities, the paper attempts to answer the question of the validity of the implementation of coopetition issues in the process of social participation with the use of digital games as a support tool.
Źródło:
Studia Miejskie; 2021, 41; 9-23
2543-5302
2082-4793
Pojawia się w:
Studia Miejskie
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Bergman vs. Batman. Chwyt technicznej deziluzji w grach wideo na tle praktyk literackich i filmoznawczych
Bergman vs. Batman. Technical Disillusion as an Artistic Device in Video Games in the Context of Literary and Film Techniques
Autorzy:
Kubiński, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/920460.pdf
Data publikacji:
2015-01-13
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
videogames
computer games
digital games
emersion
Bergman
Batman
technical disillusion
device of technical disillusion
defamiliarisation
Persona
Opis:
The aim of the article is to present the idea of technical disillusion as an artistic device used in particular videogames. This phenomenon is analyzed using the example of Batman: Arkham Asylum (Rocksteady; 2009). Because of the far-reaching analogies with techniques present in other artistic discourses, the device of technical disillusion is also examined in the context of literature and film – especially in regards to Ingmar Bergman’s Persona. From this perspective, using technical disillusion as a device exposes its artistic potential and enables us to consider games as space for creative exploration.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2015, 16, 25; 113-123
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
As the Digital Teocalli Burns: Mesoamerica as Gamified Space and the Displacement of Sacred Pixels
Autorzy:
Fitzgerald, Joshua Jacob
Powiązania:
https://bibliotekanauki.pl/articles/27177597.pdf
Data publikacji:
2023
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
place attachment
iconoclasm
Spanish conquest history
Aztec architecture
settler colonialism
videogames
digital games
Age of Empires (game)
New World (game)
spiritual conquest
Opis:
Intricately concocted temples—seemingly historically accurate down to the pixel—flash across the gamer’s screen, as the player-conquistador re-creates the downfall of the so-called “Aztec Empire,” circa 1521, a keyboard at hand instead of a cutlass. Playing the Spanish Conquest has never been easier or more exciting for the victor. Today’s recreational sundering of Indigenous-American sacred spaces and cultural monuments repeats disturbing patterns in colonialism and cultural imperialism from the Early Modern past (Carpenter 2021; Ford 2016; Mukherjee 2017). What are the lessons gamers learn by reducing digitized Mesoamerican temples, such as the grand teocalli of Tenochtitlan, to rubble? This article explores sacred landscapes, archaeology, and art relating to acts of conquest and sixteenth-century Spanish invasion of Mesoamerica. This study of Mesoamerican sacred environments supports my interpretation that careless approaches to early-modern contexts and virtual geographies created by game designers reduce the presence of Mesoamerican place-identity. I highlight empire-building games based on historical events and situate gaming experiences, old and new, as interventions in sacred architecture. The study draws in ethnospatial considerations of settings and ornamentation to furthering the recent Game Studies critiques on cartographies, narratologies, and play mechanics, here focusing on the geo-spiritual components of playing out aspects of Mesoamerica’s encounters with Spanish military and cultural conflict (Lammes et al. 2018). I reveal the importance of place attachment, ethnohistory, and archaeology in making more meaningful experiences and argue that current art history-adjacent gaming agendas create fun and profit at the expense of iconic structures of Mexico’s heritage, such as the Postclassic single- and double-topped teocalli (temple-pyramids). The final thoughts call for increased interventions from scholars upon developer-player negative feedback loops that repurpose inaccurate mythos from historiography of the “Spiritual Conquest” paradigm.
Źródło:
Review of International American Studies; 2023, 16, 1; 259-306
1991-2773
Pojawia się w:
Review of International American Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
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