PL EN


2015 | 9 | 237 - 246
Article title

Wspinaczka w wersji cyfrowej: droga od prostej symulacji do atrakcji w grach wideo

Authors
Title variants
EN
A digital version of mountain climbing: From simple simulation to attractions in video games
Languages of publication
PL
Abstracts
EN
The aim of the article is to present the essence of virtual mountain climbing in high-budget video games and simple simulation programmes. The author analyses two aspects of the topic: climbing as a physical activity, and the way and context in which it is presented. That is why the article features a broad historical background of mountain climbing in video games beginning already in the early 1980s, illustrating the changes occurring in video games. Next, the author presents the way in which mountain climbing itself can function on its own in marketing. The Tomb Raider or Assasin’s Creed game series discussed in the article are an excellent example of this, also showing how important climbing can be to a game. In addition, the author of the article reflects on whether and how climbing can make video games attractive. The titles in question are to illustrate various aspects of the topic.
Year
Volume
9
Pages
237 - 246
Physical description
Contributors
author
References
Document Type
Publication order reference
Identifiers
YADDA identifier
bwmeta1.element.desklight-3544e998-d251-467b-913d-052b0825ddcc
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