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Communication Today
|
2016
|
vol. 7
|
issue 2
18–29
EN
The article focuses on man’s identity in the environment of digital games. Special attention is given to clarifying one of Roger Caillois’s game principles (mimicry) and its application into the process of creating digital games. The author defines corresponding terminological axis and works with an assumption that the reflection on identity transformation related to digital ‘mimicry games’ remains a subject of discourse analysis in the dimension of digital game studies. One of the aims of the article is thus to define the term “game” from the position of game studies, taking into account its multidisciplinary character. The analysed game principle mimicry is specified in greater detail; the existence of direct connection between ‘mimicry games’ and simulated, interactive or fantasy games represents an important base for further inquiry and is placed in the centre of the author’s attention. Based on the defined theoretical outlines, the author has an opportunity to apply the acquired information directly on specific games that may be classified as digital ‘mimicry games’. The primary goal of the article is therefore to address the given phenomenon by explaining its presence and meaning in the context of various digital games.
Communication Today
|
2016
|
vol. 7
|
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.
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