PL EN


Journal
2016 | 1(9) | 85-101
Article title

Towards a Categorisation of Animals in Video Games

Selected contents from this journal
Title variants
PL
Ku kategoryzacji zwierząt w grach wideo
Languages of publication
EN
Abstracts
EN
This article presents a brief introduction of animal studies and proposes how questions relevant to the discipline may be applicable to the study of video games. It considers video games as texts of popular culture and works of fiction which offer themselves to analysis and interpretation and may reveal socially relevant insights. The article proposes two complementing sets of categories to systematize the presence of animals in video games, based on function (enemy, background, hero, companion, tool) and ontology (actual representation, legendary, extrapolation, hybrid). Finally, the article outlines paths for researches in the field of HAS to follow in the study of video games.
PL
Artykuł pokrótce przedstawia animal studies jako dyscyplinę badawczą oraz sugeruje, w jaki sposób rozpatrywane w jej obrębie zagadnienia mogą odnaleźć zastosowanie w studiach nad grami wideo, w tym tekście są pojmowanymi jako fikcja oraz tekst kultury masowej. Ich analiza i interpretacja mają potencjał, by wykazać szereg istotnych społecznie kwestii. W pracy zaproponowano dwie kategorie pozwalające usystematyzować występujące w grach wideo zwierzęta na podstawie ich funkcji (przeciwnik, tło, bohater, towarzysz, narzędzie) oraz ontologii (reprezentacja, zwierzę legendarne, ekstrapolacja, hybryda). Ostatnia część sugeruje, jakie elementy tematyki poruszanej w grach mogą stanowić obszary zainteresowania badaczy zajmujących się studiami nad zwierzętami.
Journal
Year
Issue
Pages
85-101
Physical description
Document type
article
Dates
published
2016
Contributors
References
  • Aarseth, E. J. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.
  • Agamben, G. (2004). The Open: Man and Animal. Stanford: Stanford University Press.
  • Anderson, A. (1997). Media, Culture, and the Environment. London: UCL Press.
  • Atkins, B. (2003). More than a Game: The Computer Game as Fictional Form. Manchester: Manchester University Press.
  • Baker, S. (2001). Animals, Representation, and Reality. Society & Animals, 9(3), 189–201. Online: <http://www.animalsandsociety.org/wp-content/uploads/2015/11/baker.pdf>.
  • Calleja, G. (2011). In-Game: From Immersion to Incorporation. Cambridge: MIT Press.
  • Copeland, M. W. (2012). Literary Animal Studies in 2012. Where We Are, Where We Are Going. Anthrozoös, 25(sup1), 91–105. Online: <http://www.leifhallberg.com/wp-content/uploads/2013/12/CopelandMW2012Anthrozoos25suppl1-s91-s105-1.pdf>.
  • Egenfeldt-Nielsen, S., Smith, J. H., Tosca, S. P. (2008). Understanding Video Games: The Essential Introduction. New York: Routledge.
  • Juul, J. (2005). Half-real: Video Games between Real Rules and Fictional Worlds. Cambridge: MIT Press.
  • Meister, M., Japp, Ph. M. (2002). Introduction: a  rationale for studying environmental rhetoric and popular culture. In: M. Meister, P. M. Japp (eds.), Enviropop: Studies in Environmental Rhetoric and Popular Culture (p. 1–12). Westport, Connecticut: Praeger.
  • Powell, A. (2013). Get in the Game: Encouraging Play and Game: Creation to Develop New Literacies in the Library. Literary Trends, 61(4), 836–848. Online: <http://www.ideals.illinois.edu/bitstream/handle/2142/46059/61.4.powell.pdf?sequence=2>.
  • Ryan, M.-L. (2001). Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins University Press.
  • Sandalin, E. (2014). Eating E. T. In: E.Andersson Cederholm, A. Björck, K. Jennbert, A.-S. Lönngren (eds.), Exploring the Animal Turn: Humananimal Relations in Science, Society and Culture (p. 47–57). Lund: Pufendorfinstitutet. Online: <http://lup.lub.lu.se/luur/download?func=downloadFile&recordOId=4882924&fileOId=7370438>.
  • Shapiro, K. J., Copeland, M. W. (2005). Toward a Critical Theory of Animal Issues in Fiction. Society and Animals, 13(4), 343–346.
  • Shapiro, K. J. (2008). Human-animal studies: growing the field, applying the field. Ann Arbor: Animals and Society Institute. Online: <http://puffin.creighton.edu/phil/Stephens/Honors%20Courses/pdfs/Human-AnimalStudies1.pdf>.
  • Sicart, M. (2009). The Ethics of Computer Games. Cambridge: MIT Press.
  • Sicart, M. (2014). Play Matters. Cambridge: MIT Press.
  • Singer, P. (1990). Animal Liberation. Revised Edition. London: Jonathan Cape Ltd.
  • Weil, K. (2010). A Report on the Animal Turn. Differences, 21(2), 1–23. Online: <http://differences.dukejournals.org/content/21/2/1.full.pdf>.
  • Weil, K. (2012). Thinking Animals: Why Animal Studies Now? New York: Columbia University Press.
  • Wolf, M. J. P. (2012). Building Imaginary Worlds: The Theory and History of Subcreation. New York: Routledge.
  • Wolfe, C. (2010). What is Posthumanism? Minneapolis: University of Minnesota Press.
  • Zimmerman, E. (2009). Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century (p. 23–31). In: B. Perron, M. J. P. Wolf (eds.), The Video Game Theory Reader 2. New York: Routledge.
  • Ludography/Ludografia:
  • Argounaut Games (1997). Croc. Legend of the Gobbos [PlayStation]. Fox Interactive, USA.
  • Bethesda Game Studios (2011). The Elder Scrolls V: Skyrim [PC]. Bethesda Softworks, USA.
  • BioWare (2014). Dragon Age: Inquisition [PC]. Electronic Arts, USA.
  • Blizzard Entertainment (2002). Warcraft III: Reign of Chaos [PC]. Blizzard Entertainment, USA.
  • Blizzard Entertainment (2004). World of Warcraft [PC]. Blizzard Entertainment, USA.
  • CD Projekt RED (2015). The Witcher 3: Wild Hunt [PC]. CD Projekt, Poland.
  • Coffee Stain Studios (2014). Goat Simulator [PC]. Coffee Stain Studios, Sweden.
  • The Creative Assembly (2014). Alien: Isolation [PC]. Sega, United Kingdom.
  • EA Los Angeles (2006). The Lord of the Rings: The Battle for Middle-earth II [PC]. EA Games, USA.
  • Insomniac Games (1998). Spyro the Dragon [PlayStation]. Sony Computer Entertainment, USA.
  • Kojima Productions (2015). Metal Gear Solid 5: The Phantom Pain [PC]. Konami, Japan.
  • Relic Enterntainment (2009). Warhammer 40,000: Dawn of War II [PC]. THQ, USA.
  • Rovio Entertainment (2009). Angry Birds [PC]. Software Pyramide, Germany.
  • Ubisoft (2003). Beyond Good & Evil [PC]. Ubisoft, France.
  • Ubisoft (2014). Far Cry 4 [PC]. Ubisoft, Canada.
  • Valve (2004). Half-Life 2 [PC]. Valve, USA.
Notes
EN
Date of access of all online sources: 24 December 2015.
Document Type
Publication order reference
Identifiers
ISSN
2080-4555
YADDA identifier
bwmeta1.element.desklight-2808b74e-5ab3-415d-89f2-2d43c3cc3c4d
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.