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EN
In this essay we elaborate on the phenomenon of independent computer games by comparing it to the independent stream of American cinema - also known as Indiewood. The parallel between the film and gaming industries, that can be observed in the United States, has its roots in the early years of arcade games when the young companies like Atari were bought by media giants like Warner Communications. Having this influence in mind, we investigate the similarities and differences between those two segments of audiovisual media production. To illustrate the argument, we examine the two most prominent indie game titles of the past few years: World of Goo and Braid. In the last part of our article we also try to introduce a more national perspective by describing the situation of independent computer games in Poland
EN
According to psychologists Paul Rozin, Jonathan Haidt and Clark McCauley it is possible to outline a topology of disgust which proceeds from the very basic physiological response to a potential contagion towards a symbolic and evaluative sphere in which the disgusting is judged morally. Thus disgust ceases to be a mere means of protecting the body and becomes the means of protecting the self, which, in turn, makes it a powerful factor of positive and negative socialisation. The aim of the present article is to discuss the disgust elicitors in chosen science fiction computer games and thus to analyse how the logic of physical, emotional and moral disgust, one of the most basic psychological mechanisms, assumes the central, even if latent, role in organising the narrative and plot structures of these games.
Homo Ludens
|
2009
|
issue 1
269-278
EN
The Sapir-Whorf Hypothesis traces the relation between human thought or the way people perceive the reality and the language used by a particular communicator. The author intends to shed new light on the relations between the language used in computer games and some possible consequences for the way people perceive the real world. In its essential part the article raises the question whether the Sapir-Whorf hypothesis is reflected in cyberspace and if the language used in computer games can have a direct effect on the mental development of young people who spend a lot of time playing computer games.
Homo Ludens
|
2013
|
issue 1(5)
279-288
EN
The culture of computer games originates in hacker culture. Hackers were the first programmers and technology enthusiasts who developed a set of ethical rules which stressed that skills were more important than social and demographic features, including gender, and were independent of them. However, research shows that women are underrepresented in most popular computer games. Moreover, the relation of symbolic domination between genders may be seen in the roles women perform in gameplay. In the paper, I present the phenomenon of gender-based symbolic violence in computer games. I also analyze the symptoms of that violence and look for its causes in the social structure.
Homo Ludens
|
2013
|
issue 1(5)
267-278
EN
Computer games, mostly because of their high level of production costs, are mostly commercialized. In recent years, rapid developments in the area of Information and Communication Technologies allowed for new forms of commercialization of computer games, and significantly changed the solutions that publishers use for their economic benefit. The paper describes the most popular models for commercialization of computer games and discusses results of research on how the gamers themselves view those models.
EN
The article portrays they reach to the Gothic tradition in what way of the creator of computer games. Procedure reinterpretations characteristic imaginarium were showed on the example of the series of games Diablo for the Gothic novel so that it is also attractive for the today’s recipient the texts of the popular culture. Their annulling accompanies calling the elements of the convention of Gothic novel (labyrinth as the space of action, secret, supernatural existences, satanic accents and perverse erotica). The Sacrum of the offence, stressed by creators the Gothic literature, it happened only the play in killing in the series of computer games.
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"Fallout 2": postmodernistyczna gra komputerowa

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EN
The computer game Fallout 2 is a sequel to the well-known hit Fallout. As a simple reproduction it copies and enhances the engine of the original game but in terms of conveyed ideas it becomes a postmodern play of meanings with the player. Its presented world recalling the atmosphere of the 1950–1960s in America – the atmosphere saturated with the fear of nuclear annihilation, Fallout seriously gave a warning of military totalitarianism. The main idea expressed by Fallout 2 consists in the cognitive subject’s distancing from culture and the sense of multiplicity: each solution, both in the game and in culture, is but one of a number of those available. The choice of a solution invariably brings about both positive and negative consequences. To put aside the player’s objective determined by the plot line, the presented world in Fallout 2 is like a panopticon which houses as exhibits various cultural stereotypes concerning the US history and a global development of civilisation. The player-hero roams the game world like a Baumanian tourist, entertaining themselves on the way with solving puzzles and above all with identifying multifarious quotations from particular “texts of culture” (film, literature, television, history) and genre conventions (western, SF, horror film). Humour and irony, omnipresent in the presented world, as well as quotations from Fallout and allusions to the players’ experience with computer technosphere lead to the deconstruction of Fallout 2 and exposure of its conventional nature as a computer game. In spite of challenging the reality of the presented world the problems posed to the player remain real. The player’s true though hidden objective boils down to the recognition of and reflection over allusions to social phenomena (political systems from democracy to utopia, organised crime, religious sects) and moral problems (a choice of the lesser and greater evil, truthfulness and deception).
EN
Procedural rhetoric is a methodological concept proposed by Ian Bogost. It allows to examine the ideology of a game considering both its mechanics and aesthetics. One of the means of procedural rhetoric is rhetoric of failure – using failure for persuasive purposes.The article elaborates on examples of using failure as a semantic and persuasive measure, especially in art games and serious games, and contrasts these means of expression with dominant tendencies in mainstream videogames.
EN
The paper focuses on computer games addiction and its prevention. Types of addiction are shown. The relevance of addictive behavior prevention is revealed. Forms of addictive behavior are discussed. Computer games classification is presented. Positive and negative effects of computerization of primary schools are described. RPG - role playing games are analyzed as the most dangerous from the point of view of addiction. Characteristics of gambling addiction beginning (game addiction) among primary school children are considered. Attention to the computer games effect on children’s personality development is paid in the article. Symptoms of computer games addiction are described. Addiction levels are shown. Recommendations concerning addiction prevention are given.
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