PL EN


Journal
2010 | 1(2) | 107-120
Article title

Mierzalny wynik gry (w kontekście analizy książek-gier)

Selected contents from this journal
Title variants
EN
QUANTIFIABLE OUTCOMES (IN THE VIEW OF THE BOOK / GAME GENRE)
Languages of publication
PL
Abstracts
EN
The main concerns of this article are 1. quantifiable outcomes as a game-specific factor; 2. the possible application of the theory of quantifiable outcome to the study of the book/game genre; 3. English-Polish translation of terms. The question is, could so-called books/games (generic books designed to be games) have quantifiable outcomes? It seems that some of the game design patterns describing game goals can be applied to games/books, and although the outcome of an interaction with a book/game fails to meet all the suggested criteria, it is still satisfactory enough to be ranked as typical of a borderline category.
Journal
Year
Issue
Pages
107-120
Physical description
Document type
ARTICLE
Contributors
  • Aleksandra Mochocka, Uniwersytet Kazimierza Wielkiego, Wydzial Humanistyczny, Instytut Neofilologii i Lingwistyki Stosowanej, ul. Chodkiewicza 30, 85-064 Bydgoszcz, Poland
References
  • Björk, S., Holopainen, J. (2005). Patterns in Game Design. Boston: Charles River Media.
  • Caillois, R. (2001). Man, Play, and Games. Champaign: University of Illinois Press.
  • Crawford, Ch. (1984). The Art of Computer Games Design. Online: <www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html>.
  • Frasca, G. (1999). Ludology meets narratology: Similitude and differences between (video)games and Narrative. Online: <www.ludology.org/articles/ludology.htm>.
  • Grygrowski, D (2001). Dokumenty nieksiążkowe w bibliotece. Warszawa: Wydawnictwo Stowarzyszenia Bibliotekarzy Polskich.
  • Gunson, J., Coombe, M. (1998). Tajemnica Merlina. Londyn: Harper Collins Publishers.
  • Juul, J. (2003). The Game, the Player, the World: Looking for the Heart of Gamenss. W: M. Copier, J. Raessens (red.), Digital Games Research Conference Proceedings (s. 30-45). Utrecht: Utrecht University Press. Online: <http://www.jesperjuul.net/text/gameplayerworld/>.
  • Kim, S (bez daty). What is a Puzzle? Online: <www.scottkim.com/articles.html>.
  • Kwapiński, A. (2008). Gry fabularne w perspektywie ludologicznej. Zarys problematyki badawczej. Kultura i historia, 13. Online: <http://www.kulturaihistoria.umcs.lublin.pl/archives/940>.
  • Ling.pl. Słownik angielsko-polski i polsko-angielski. Online: <www.ling.pl>.
  • Longman Dictionary of Contemporary English (2009). Pearson Education Limited. DVD-ROM.
  • Merriam-Webster Dictionary. Online: <www.merriam-webster.com>.
  • Mochocka, A. (2009). Książka jako przestrzeń gry. Homo Ludens, 1, 155-176.
  • Nielsen, A. (2003). Na tropie fałszerzy dzieł sztuki. Znajdź różnicę, rozwiąż zagadkę przestępstwa! (tłum. B. Mierzejewska). Wrocław: Larousse Polska.
  • Oxford Advanced Learners Dictionary (2005). Oxford: Oxford University Press.
  • Salen, K., Zimmerman, E. (2004). Rules of Play. Game Design Fundamentals. Cambridge, Massachusetts: The MIT Press.
  • UNESCO. (1964). Recommendation concerning the International Standardization of Statistics Relating to Book Production and Periodicals. Online: <http://portal.unesco.org/en/ev.php-URL_ID=13068&URL_DO=DO_TOPIC&URL_SECTION=201.html>.
  • Wielki multimedialny słownik angielsko-polski, polsko-angielski (2008). Warszawa: Wydawnictwo Naukowe PWN i Oxford University Press.
  • Wielki słownik języka polskiego PWN. Online: <http://sjp.pwn.pl>.
Document Type
Publication order reference
Identifiers
CEJSH db identifier
11PLAAAA101133
YADDA identifier
bwmeta1.element.a18bbbeb-5a47-30fc-80d8-49c21e4ff324
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.