Replay. The Polish Journal of Game Studies: Ostatnio dodane
Wyświetlanie pozycji 41-60 z 73
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Narracja linearna w grach wideo w kontekstach immersji
(Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)The paper aims to outline features of linear video games in context of a player immersion. The first part of the paper deals with a brief introduction concerning the characteristic of linear narrations, especially its ... -
Przestrzeń jako struktura zdefiniowana obecnością użytkownika
(Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)The article will discuss issues that show the connection between the culture of video games and its accompanying technology in relation to space – its functionality and ways of shaping, as an area requiring not only research ... -
Ogrywając porażkę. Konceptualizacja doświadczenia porażki w groznawstwie
(Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)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 ... -
Multimodalna ewolucja obrazu w grach wideo
(Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)The article is an attempt to respond to the question whether a digital game can be considered as an image. The theoretical basis for defining the category of image is the research of Jan Białostocki, Georges Didi-Huberman ... -
Rozrachunek z przeszłością historyczną Francji na przykładzie gier Lankhoru
(Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)The aim of the article is to illustrate how the historical past of France could be revised in digital games. Two Lankhor games (Le Manoir de Mortevielle and Maupiti Island) were used for research purposes, analyzed using ... -
The Matter at Hand: A Practice-Theoretical Model of Digital Gaming
(Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)Investigations into the nature of the activity of gaming have been made difficult by virtue of the plurality of possible forms this activity may take. In this paper, I address this problem by examining (digital) gaming ... -
Replay. The Polish Journal of Game Studies 03/2016
(Wydawnictwo Uniwersytetu Łódzkiego, 2016) -
Gamedec. UKW in IGDA Curriculum Framework
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)Launched in October 2013, GAMEDEC: game studies Design is a specialisation track within the 2nd Gen Humanities (aka Humanities 2.0) 3-year BA programme at Kazimierz Wielki University (UKW) in Bydgoszcz, Poland. The ... -
Ile emersji w grach? Recenzja książki: Piotr Kubiński, Gry wideo. Zarys poetyki, Universitas, Kraków 2016
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)Piotr Kubiński’s monograph is an outline of certain specific aspects of video games, examined from the perspective of poetics. Apart from a semiotic analysis of the user interface and a look at how games influence various ... -
Gram, więc jestem. Instancja autorska a konwencja „let’s play” w serii „File System Aging” Roberta Florence’a
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)The aim of this article is to analyse let’s play not only as entertaining act of communication but also as an eclectic one which can make games exceed themselves. Let’s play as a method of game critique has developed some ... -
Who Is the Note-Worthy Fan? Featuring Players in the Official Facebook Communication of Mainstream Video Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)Video game fans participate in the official promotion of video games, either voluntarily, or unwillingly when their fanworks are appropriated and used by video game publishers. The article provides a quantitative overview ... -
Avatars Going Mainstream: Typology of Tropes in Avatar-Based Storytelling Practices
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)Due to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices. The ... -
Natural User Interface for Education in Virtual Environments
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)Education and self-improvement are key features of human behavior. However, learning in the physical world is not always desirable or achievable. That is how simulators came to be. There are domains where purely virtual ... -
Game Engine Conventions and Games that Challenge them: Subverting Conventions as Metacommentary
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)Consumer-grade game engines such as Multimedia Fusion and RPG Maker have dramatically extended the reach of digital games as a medium. They have also spawned online communities, where conventions and canons of using these ... -
Video Game Navigation: A Classification System for Navigational Acts
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)Navigation in video games has been a vastly neglected topic in game studies. In this paper a classification system for navigational acts has been developed through theoretical work as well as the analysis of multiple games. ... -
An Experiential Comparative Tool for Board Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)In the field of game studies, contemporary board games have until now remained relatively unexplored. The recent years have allowed us to witness the emergence of the occasional academic texts focusing on board games – ... -
El Presidente doświadcza. Mechanizmy kapitalizowania produktywności graczy w seriach „Tropico”, „Torchlight” oraz Diablo”
(Wydawnictwo Uniwersytetu Łódzkiego, 2015)In popular economic discourse, productivity is the ratio of the value of manufactured goods to the initial input. In games, the input can be placed on the players’ side: players invest their time, financial resources, ... -
What Will Be the Future of the Past? Report from ARCHIVES OF/FOR THE FUTURE The NECS 2015 Conference
(Wydawnictwo Uniwersytetu Łódzkiego, 2015) -
Wyjątkowość doświadczenia śmierci w artystycznych grach wideo
(Wydawnictwo Uniwersytetu Łódzkiego, 2015)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 ... -
Zasady przeciw immersji. Zaangażowanie w narrację i zaangażowanie w system formalny gry
(Wydawnictwo Uniwersytetu Łódzkiego, 2015)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 ...