Pokaż uproszczony rekord

dc.contributor.authorChmielewski, Krzysztof
dc.contributor.authorMajewski, Jakub
dc.date.accessioned2024-12-09T06:54:23Z
dc.date.available2024-12-09T06:54:23Z
dc.date.issued2024-11-29
dc.identifier.issn2391-8551
dc.identifier.urihttp://hdl.handle.net/11089/53937
dc.description.abstractThis paper examines the way coffee is represented and used in cozy games. As a genre, cozy games are defined by the concepts of safety, abundance, and softness, which together establish a sense of coziness. Coffee, commonly associated with casual and friendly social situations, has a potential to be a strong contributor to coziness within cozy games. To explore this, the authors identified 27 cozy games containing coffee-related elements, and then performed a qualitative analysis on their content. The analysis found it was comparatively rare for coffee themes to strongly impact the overall game experience; however, there was a significant tendency for coffee to amplify the game’s overall sense of coziness.en
dc.language.isoen
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl
dc.relation.ispartofseriesReplay. The Polish Journal of Game Studies;1en
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectcozy gamesen
dc.subjectcoffeeen
dc.subjectbrewingen
dc.subjectgame designen
dc.subjectgame analysisen
dc.subjectqualitative analysisen
dc.titleBrewing Happiness Design Aspects of Coffee Representation in Cozy Gamesen
dc.typeArticle
dc.page.number55-71
dc.contributor.authorAffiliationChmielewski, Krzysztof - Kazimierz Wielki Universityen
dc.contributor.authorAffiliationMajewski, Jakub - Kazimierz Wielki Universityen
dc.identifier.eissn2449-8394
dc.referencesBartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Journal of MUD Research, 1(1), 19.en
dc.referencesBelman, J., & Flanagan, M. (2010). Designing Games to Foster Empathy. Cognitive Technology, 14(2), 5–15.en
dc.referencesCoffee. (n.d.). Stardew Valley Wiki. Online: https://stardewvalleywiki.com/Coffee (accessed on April 11, 2023).en
dc.referencesCzarniecka-Skubina, E., Pielak, M., Sałek, P., Korzeniowska-Ginter, R., & Owczarek, T. (2021). Consumer Choices and Habits Related to Coffee Consumption by Poles. International Journal of Environmental Research and Public Health, 18(8).en
dc.referencesDavidinc RPGs. (2023, February 6). Affogato Demo: Spotlight – A Cozy Coffee Shop RPG [Video]. YouTube. https://www.youtube.com/watch?v=dL2QUk_kGCg&ab_channel=Davidvincen
dc.referencesDowns, I. (1986). The Last Mountain: A Life in Papua New Guinea. University of Queensland Press.en
dc.referencesEnsslin, A. (2011). Do Avatars Dream of Electric Steak? Videogames and the Gendered Semiotics of Food. Journal of Gaming & Virtual Worlds, 3(1), 37–50.en
dc.referencesFregulia, J.M. (2019). A Rich and Tantalizing Brew: A History of How Coffee Connected the World. The University of Arkansas Press.en
dc.referencesGarner, B. (2015). Interpersonal Coffee-Drinking Communication Rituals. International Journal of Marketing and Business Communication, 4(4).en
dc.referencesJenkins, H. (2006), Game Design as Narrative Architecture. In K. Salen & E. Zimmerman (Eds.), The Game Design Reader: A Rules of Play Anthology (pp. 670–690). The MIT Press.en
dc.referencesKerr, G. (2021). A Short History of Coffee. Oldcastle Books.en
dc.referencesKnight, A. (2019). Reap What You Sow: The Seed and the Harvest of Wholesome Games. The Lifted Brow, 44, 5–8.en
dc.referencesMorris, J. (2019). Coffee: A Global History. Reaktion Books.en
dc.referencesOniku, A., & Akintimehin, O. (2021). Coffee Culture: Will Nigerians Drink Coffee Like others? Journal of Humanities and Applied Social Sciences, 4(3), 236–250.en
dc.referencesÖzkök, G., & Erbay, M. (2022). Coffee as an International Beverage and its Influence on Cultural Communication. Socrates Journal of Interdisciplinary Social Studies, 15, 119–136.en
dc.referencesPekoe Presskit (n.d.). Kitten Cup Studio. https://www.kittencupstudio.com/press-kit (accessed on August 28, 2024).en
dc.referencesProject Horseshoe (2017). Group Report: Coziness in Games: An Exploration of Safety, Softness and Satisfied Needs. Project Horseshoe. https://www.projecthorseshoe.com/reports/featured/Project_Horseshoe_2017_report_section_3.pdf (accessed on April 22, 2023).en
dc.referencesRamanathan R., & Ali, N. (2021). Coffee Consumption and the Sustainability of the Coffee Industry in Malaysia. Trends in Undergraduate Research, 4(2).en
dc.referencesSafitri D., & Nada, A. (2022). The Trend of Drinking Coffee Culture as Indonesian Culture. In Proceeding The 2nd ICHELSS (pp. 117–125).en
dc.referencesSalen, K., & Zimmerman, E. (2004), Rules of Play: Game Design Fundamentals. The MIT Press.en
dc.referencesShaker Ardekani, R., & Rath, J. (2017). Coffee People in Tehran, Glasgow and Amsterdam. Journal of Consumer Culture, 20(1), 122–140.en
dc.referencesSullivan, A., Stanfill, M., & Salter, A. (2023). The Constraints of Cozy Games: Boyfriend Dungeon and Consent in Queer Play. In P. Lopes, F. Luz, A. Liapis, & H. Engström (Eds.), FDG’23: Proceedings of the 18th International Conference on the Foundations of Digital Games. Association for Computing Machinery.en
dc.referencesTopik, S. (2009). Coffee as a Social Drug. Cultural Critique, 71, 81–106.en
dc.referencesTuryasingura, J.B., & Agaba, M. (2022). Social-Cultural Factors and Coffee Consumption in Rukungiri District Uganda. Quest Journals: Journal of Research in Business and Management, 10(10), 207–215.en
dc.referencesWaern, A., & Back, J. (2015). Experimental Game Design. In P. Lankoski & S. Björk (Eds.), Game Research Methods: An Overview (pp. 341–353). ETC Press.en
dc.referencesWang, S. (2022). The Differences and Integration between Tea Culture and Coffee Culture. Studies in Linguistics and Literature, 6(3), 22–28.en
dc.referencesWäppling, A., Walchshofer, L., & Lewin, R. (2022). What Makes a Cozy Game? A Study of Three Games Considered Cozy [Bachelor’s thesis, Uppsala University]. M.A. thesis. Digitala Vetenskapliga Arkivet.en
dc.referencesWaszkiewicz, A. (2022). Delicious Pixels: Food in Videogames. De Gruyter Oldenbourg.en
dc.referencesWaszkiewicz A., & Bakun, M. (2020). Towards the Aethetics of Cozy Videogames. Journal of Gaming & Virtual Worlds, 12(3), 225–240.en
dc.referencesWerth, T. (2021, September 18). Why Are There So Many Coffee-based Videogames? QRUIS. https://qrius.com/why-are-there-so-many-coffee-based-video-games/ (accessed on August 26, 2024).en
dc.referencesWiraseto, D. (2016). Coffee United: Brewing for Harmony. Ministry of Tourism, Republic of Indonesia.en
dc.referencesAccess Games. (2010). Deadly Premonition. Access Games.en
dc.referencesBarone, E. (2016). Stardew Valley. Eric Barone a.k.a. ConcernedApe.en
dc.referencesCD Projekt. (2020). Cyberpunk 2077. CD Projekt.en
dc.referencesChen, K. (2021). Necrobarista. Final Pour. Route 59.en
dc.referencesDomislavDev. (2021). Yerba Mate Tycoon. DomislavDev.en
dc.referencesEguchi, K., Nogami, H., & Tezuka, T. (2002). Animal Crossing [GameCube]. Nintendo.en
dc.referencesHunny Bunny Studio. 2022. Neko Maid. Hunny Bunny Studio.en
dc.referencesKikai Digital. (2020). Caffeine: Victoria’s Legacy. Kikai Digital.en
dc.referencesKishimoto, Y., Saiot, S., Kai, K., & Yamane, K. (1987). Double Dragon [Arcade]. Technos Japan.en
dc.referencesMelsoft Games. (2016). My Cafe – Recipes & Stories [iPhone/iPad/PC]. Melsoft Games.en
dc.referencesNintendo. (2002). Animal Crossing. Nintendo.en
dc.referencesNintendo. (2020). Animal Crossing: New Horizons [Switch]. Nintendo.en
dc.referencesNishikawa, S. (2017). The Evil Within 2. Tango Gameworks.en
dc.referencesNishiyama, T. & Miyamoto, S. (1984). Kung Fu Master [Arcade, NES]. Irem.en
dc.referencesObishaku, Y., Yamana, M., & Tawada, T. (2020). Pokemon Cafe ReMix. Genius Sonority.en
dc.referencesP Studio. (2016). Persona 5. Atlus.en
dc.referencesParadox Entertainment. (2003). Victoria: An Empire Under the Sun. Paradox Interactive.en
dc.referencesPathea Games. (2018). My Time at Portia. Pathea Games.en
dc.referencesPeachy Keen Games. (2020). Calico. Peachy Keen Games.en
dc.referencesRockstar Games. (2018). Red Dead Redemption 2. Rockstar Games.en
dc.referencesRockstar North. (2004). Grand Theft Auto: San Andreas. Rockstar Games.en
dc.referencesRockstar North. (2008). Grand Theft Auto IV. Rockstar Games.en
dc.referencesThunder Lotus Games. (2020). Spiritfarer. Thunder Lotus Games.en
dc.referencesToge Productions. (2020). Coffee Talk. Toge Productions.en
dc.referencesToge Productions. (2023). Coffee Talk Episode 2: Hibiscus & Butterfly. Toge Productions.en
dc.referencesVectorinox. (2018). Coffee Crawl. Vectorinox.en
dc.referencesWitch Beam. (2021). Unpacking. Witch Beam.en
dc.referencesWright, W., Baity, S., Custer, J., Goss, M., Humble, R., Darga, M., London, Ch., Yang, M., Hunicke, R., Howe, H., Jalapayan, L., Holmberg-Weidler, E., Mazza, R., & Kalson, A. (2000). The Sims. Electronic Arts.en
dc.contributor.authorEmailChmielewski, Krzysztof - k.chmielewski@ulricgames.com
dc.contributor.authorEmailMajewski, Jakub - qmajewski@yahoo.co.uk
dc.identifier.doi10.18778/2391-8551.12.05
dc.relation.volume12


Pliki tej pozycji

Thumbnail

Pozycja umieszczona jest w następujących kolekcjach

Pokaż uproszczony rekord

https://creativecommons.org/licenses/by-nc-nd/4.0
Poza zaznaczonymi wyjątkami, licencja tej pozycji opisana jest jako https://creativecommons.org/licenses/by-nc-nd/4.0