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EN
The author shows the cinema against the backdrop of changes taking place in today's audiovisual landscape by means of digital media. A movie is not treated as a separate phenomenon but as an element of a bigger entertainment system. Individual audiovisual media take over each other's aesthetics to facilitate dialogue with the viewer who also uses other communication media. This is best illustrated on the example of the relationship between the cinema and video games that originally 'sponged off' the cinema to recently come to inspire them. He examines the film category of 'movie ride', the pictures using movement in a motion picture to produce a viewer's immersion (strongly associated with computer games) or even thematizing immersions. So the relations between old and new media are not discussed in terms of competition but of complementarity and creative tensions to enhance the means of expression of sub-elements of the communication ecosystem. As shown by the author, the cinema may be the starting point for the development of new cross-media narrative practices that meet halfway the expectations of viewers oriented towards the active reception of the media.
EN
The paper deals with the role of the term 'language game' (Germ. das Sprachspiel) as part of the terminological equipment of the present-day philosophy of language (in what follows only the English term 'language game' will be used for the sake of simplicity).. Various factors will be taken into consideration. The current uses of the term 'game' in and outside philosophy of language (as well as the differences between the English term 'game' and the German term 'das Spiel') will not be neglected. The author's examination of the various Wittgenstein's uses of the term 'language game' covers both the descriptive content of the term, and the underlying intentions of its introduction into philosophical vocabulary - the intentions to accentuate certain features of language and the intentions to accentuate certain of methodological issues. The author says that Wittgenstein uses the term 'language game' in a way that makes it unsuitable for any substantial role in distinguishing philosophical problems and directions of research. Moreover, all talk about language games results not only in accentuating certain important features of language, but also in blurring some others, equally important. However, the first of these two effects is now less significant than it was in the historical context of Wittgenstein's late philosophy (due to changes that took place not without Wittgenstein's influence).
Filozofia (Philosophy)
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2016
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vol. 71
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issue 7
541 – 549
EN
There is a permanent problematic relationship between the sport as a game, entertainment or training, and philosophy conceived as the care of oneself or self-knowledge: It can lead us away from, or, on the contrary, closer to answering the question: “Who we are?” This problematic relationship is exemplified by present-day sport which achieves two patterns: the form of fight on one hand and the form of a means of mass communication on the other. The critique of the sport as an alienating activity will not be of our concern. We will rather ask the question of the pattern of the constitution of our present.
4
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Hry a hračky romských dětí

70%
EN
The contribution deals with the research of children's folklore among Romani people. The author proceeds from her own experience, terrain research, written retrospective sources and literature. She was collecting the source materials for the study between 2005 and 2010, in different types of residential areas. Each of them presents specific features in gaming expressions, in knowledge and variability of games as well as in relationship to toys. Children in Roma settlements use toys collectively. Their games have simple rules, they do not last very long and depend on the actual situation, weather, and the possibility to use the surrounding space and the material offered. The nature in their closest neighborhood provides them with wide variability and possibilities. In Roma settlements, one can note modern varieties of traditional children's games even today. Children coming from non-segregated environment of a small town are better interrelated with their toys; they understand 'playing' in the sense coming near to its usual interpretation. Children from urban agglomeration are lacking mostly in the space itself. Their nearer contact with every-day reality and majority inhabitants in the neighborhood are reflected in diversity of games (cards, cara), used toys (toys for sandpit) and e.g. even in using the children's counting-our rhymes implied from Czech cultural environment.
5
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Przyszłość gier, przyszłość człowieka

70%
EN
The paper consists of two parts. The first one presents research on trends, concerning the latest titles by famous producers which are representative of the cRPG subgenre and enjoy a superb reception among players. The second part of the article justifies searching for those works among texts of culture that may indicate the direction of the development of not only the games them-selves but also of the whole of contemporary civilisation. An example of such a work is Linia oporu (Line of Resistance) by Jacek Dukaj and this piece is the subject of the analysis.
EN
The study is a part of a more extensive work which deals with seeing literature as a competitive game and individual communication strategies used by the participants of the game, that is literature experts. From this point of view the role of a literary critic (a review writer) - beside those of a theoretician and a historian - appears to be one of the fundamental and constitutional roles. The study metaphorically compares the role to those taken on by RPG characters. That is simulation strategies where the players adopt chosen identities including certain possibilities and abilities, tasks and goals, and where playing the game consists of exploring a certain at first unknown or completely covered, space and successfully or unsuccessfully seizing, controlling and subjugating the space. According to the author, a critic within literary life similarly fulfils tasks, collects points and has only a relative freedom to choose their way, tasks as well as goals. Therefore the author characterizes and classifies various decisions the critics have to make while performing their roles in the game, the conditions under which they choose their tasks, as well as the methods they use to support their opinions and attitudes. Their natural goal is to reach such a position in a particular literary community they could influence through their reviews the assessing views of individual works of art as well as general issues of literary and social life and its current state. Apart from reasoning as an important element of literary criticism´s game strategies the author also finds it important for critics to try to appeal to potential readers emotionally, to draw their attention - in an adequate and well-timed manner - in the areas beyond reason such as impressions, feelings and affinities.
EN
The purpose of this article is to remind of a forgotten German novelist Otto Flake (1880–1963). The subject of the analysis is his Sommerroman (1927) — the novel is partly based on a true moral scandal, which took place in a South Tyrolean health resort in the early 1920’s. Flake refers to pretence and intrigue as a method of maintaining relationships in the closest family/society. The author also underlines Flake’s focus on strained political relations between the German- and Italian-speaking groups in Tyrol.
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TRUST AND TRUSTWORTHINESS AS A BEHAVIOURAL SOCIAL NORM

61%
EN
The authors present the results of a trust investment game performed with university students in Slovakia. They discuss the social norms of the participants of their experiment, notably the notions of trust and reciprocity. By analysing the one-shot version of the game, as well as the case of a repeated game with unspecified number of repetitions, the authors also show a dependence on outcome of the prior rounds (hence the learning effect) and provide a possible explanation for the choice of behaviour strategies observed in their sample.
Communication Today
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2016
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vol. 7
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issue 2
30–45
EN
The study deals with theoretical and historical reflection on the game principle alea and discusses the current trends in applying this game principle in the virtual reality. The key theoretical framework of the text is the typology of game principles by the French sociologist R. Caillois as well as works by other authors who deal with ludological principles. The essence of the theoretical reflection is examining historical development of the above-mentioned game principle and contemplating the use of key features of the principle in the presentday virtual reality, particularly in digital games. The author focuses mainly on the current digital games working with the alea principle; mainly on online games of chance and their alternatives. The terminological axis is based on the terms “virtual reality”, “game”, “digital game”, “game principles” and the “alea principle”. The key objective of this study is to clarify the current understanding of alea on the basis of logical analysis, i.e. to point out its evident occurrence in the media environment, more specifically in the dimension of digital games. The author mentions various metamorphoses of the game principle alea, taking into consideration the historical background of media evolution. The ambition of the text is not only to understand and interpret the examined reality, but mainly to specify how the alea principle interacts with the environment of virtual reality and digital games. The study works with an assumption that the analysed game principle alea has been present in the human society since the times of the Ancient Rome – its occurrence in today’s social and/or individual games experienced in the everyday reality is evident. The author also presumes that R. Caillois’s theoretical postulates are still timely and widely usable – also in new contexts such as the present-day media reality of digital games.
EN
The study determines common meanings of the term ‘game’ in management and in management sciences. It has practical and theoretical goals. Its practical aim is to sensitize researchers to the current ambiguity of the term and to the need of controlling its ambiguity. The theoretical aim is to determine the theoretical methods of controlling this ambiguity by using the proposed typology of prototypes of games. The typology is based on the distinction among three main analogues (prototypes): parlour games, stage acting and play.
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