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Acta Ludologica
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2018
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vol. 1
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issue 2
72-73
EN
There have been a lot of books about games history written so far. Some better than others, but none with such an interesting and moving story behind its creation as CRPG Book: A Guide to Computer Role-Playing Games. It all started in 2014 when Felipe Peppe (@felipepepe), a Brazilian emigrant, currently living in Japan, published a list of the70 best RPG games on the RPG Codex forum. It was received so well within the community that he decided to further enrich this list of games with short descriptions which he managed to put together with help of the forum members. And so he did. It took him far more time than he expected but the result is amazing and available for free to download for anyone under the Creative Commons Attribution – NonCommercial License.
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Slovakia is Finally Jammin’

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Acta Ludologica
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2018
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vol. 1
|
issue 2
75-75
EN
Game jams are popular and well established forms of creating games in a fun and accessible way. During a game jam, similarly to a music jam, people from all kinds of environments from within and outside the industry gather to develop games in a short time period. There are thousands of different jam types (vary in size, rules, etc.) and dozens of them are happening around the globe at any given time.
3
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Trnava Game Guild

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Acta Ludologica
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2019
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vol. 2
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issue 1
88-88
EN
The Trnava gaming community is growing. The regional town of Trnava, which is close to the capital of Slovakia, has been providing good conditions for young creative people in recent years. Students maybe go to vote at their residence, but they live, study, and even more often work in Trnava.
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Digital Athletics in Slovakia

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Acta Ludologica
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2019
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vol. 2
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issue 2
86-87
EN
There is quite a rich history of competitive games being played on various levels in Slovakia. There were dozens of semi-professional teams in various games and even some professional organizations when eSport started to make waves.
5
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VIDEOGAMES AND AGENCY

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Acta Ludologica
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2023
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vol. 6
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issue 2
132-134
EN
Review of: BÓDI, B.: Videogames and Agency. London, New York, NY : Routledge, 2023. 226 p. ISBN 978-1-003-29878-6.
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Acta Ludologica
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2021
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vol. 4
|
issue 1
140-140
EN
According to the annual survey by the Slovak Game Developers Association, the game industry in Slovakia was not hit hard by the global pandemic in 2020. Unlike other creative sectors in the country, the gaming business actually experienced a mild growth similar to the pre-Covid-19 era.
Acta Ludologica
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2022
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vol. 5
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issue 2
110-111
EN
Review of: TORRES-TOUKOUMIDIS, A.: Esports and the Media: Challenges and Expectations in a Multi-Screen Society. London : Routledge, 2022. 134 p. ISBN 978-1-003-27369-1.
EN
Team cohesion, teamwork and team building are important constructs regarding teams and their performance in various organizations and environments. In this review, we summarize the current state of research on the influence of digital games on team cohesion and related constructs. We found a total of 7 studies that fit the criteria, resulting in 18 outcomes. Among the 18 outcomes that improved throughout the intervention, 15 reported significant improvement from the intervention and 3 reported no significant differences. Specifically, team communication, task delegation, atmosphere, trust, team flow, team performance and goal commitment were the most improved sub-constructs by team building video gaming interventions. The majority (n = 9) of those with significant improvements post-test were from randomly controlled trials (RCTs) with single or two control groups. Overall, we found that team video gaming may be effective in supporting team cohesion or team building; however, to enhance the understanding of the relationship between digital games and team cooperation, it is recommended to extend or vary gameplay intervention times, prioritize diverse outcome measures, address reporting biases, conduct follow-up assessments, include diverse populations and report demographics, and recognize the specific effects of different game features on outcomes.
EN
The study presents preliminary research focused on the history of tabletop role-playing games (RPGs) in the former Czechoslovakia, especially Dungeons & Dragons (1974) and its local clone Dračí doupě (transl. Dragon’s Lair, 1990). Based on theoretical literature, period sources and semi-structured interviews with first-generation players, it gives an overview of the first contacts with RPG in the specific post-communist cultural and economic context, focusing on the distribution and reception of Dragon’s Lair, mainly in the Slovak part of the former common state. As a partial outcome of an ongoing research into the local gaming experience, the focus is not on the game itself or its commercial success, but rather on its players, their characteristics and initial experiences with tabletop RPGs in the early 1990s.
EN
It is no secret that the professional part of the sport industry is mostly funded by the amount of sponsor’s visibility to fans and means of getting their attention. Championships, leagues, challenges, shows and even bathroom selfies of athletes help to sell advertisement opportunities for brand managers to receive more views.
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