Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Results found: 23

first rewind previous Page / 2 next fast forward last

Search results

Search:
in the keywords:  GAME STUDIES
help Sort By:

help Limit search:
first rewind previous Page / 2 next fast forward last
1
Content available remote

Wszystko gra! Gry miejskie w przestrzeni Warszawy

100%
EN
Urban games: what are they? What is their essence? Who organizes them and why? Who plays and why? In my article I present and analyze the phenomenon of urban games that have taken place in Warsaw. The possible functions and aims of urban games may lead to them being used by many kinds of institutions, NGOs or private companies. Thanks to this, urban games have significantly increased in popularity during the last few years. In accordance with the function-related form of urban games, I have categorized them into fan games, educational games and commercial games.
EN
In the course of their dynamic development, fictionalised computer games have become sophisticated audiovisual cultural texts which are becoming more and more important and which convey increasingly powerful messages. The worldview aspects of these games, and the way these aspects are expressed reach far beyond the traditionally conceptualised area of “game” or “play” in the strict sense. The reports from the players’ experiences come close to those theories of relating to a text discussed in the works by Gadamer and Ricoeur. At the same time, the increasingly strong influence of the quasi-ethical dimension of the message contained in these games places this area of “virtual leisure” in the space of hermeneutical discourse.
EN
Teaching computer game design is justified by the dynamic growth in the industry and the computer games market which makes it necessary to deliver specialized knowledge to students, enabling them to more easily start professional activity in this area. Another reason is shaping general personal values, such as development of creativity, ability to work in technically and economically restricted circumstances, as well as the organization and coordination of a design team. This article is an introduction to a discussion about teaching computer game design: it confronts students' expectations towards the subject (derived from an anonymous poll) with the actual market demands, which is aimed to help define and improve the courses on offer in higher education.
4
Content available remote

Życie w grze, seks w grze

100%
Homo Ludens
|
2009
|
issue 1
257-267
EN
The article refers to the author's papers read at PTBG conferences and selected journalistic articles published in national, opinion-forming, high circulation press. It indicates a progressive disappearance of differences between participation in games and participation in other components of so-called reality. It draws on research carried out into computer games (for single players and MMOs) concerning their perception of human sexuality. Sexual behaviour in games constitute further evidence for the disappearance of differences between the existence within a game and outside it.
Homo Ludens
|
2013
|
issue 1(5)
173-190
EN
The article analyzes the types, usage and functions of quotations of various cultural texts (literature, folklore, as well as graphic and visual arts) that can be found in “Magic: the Gathering” Trading Card Game. The borrowings and stylizations frequently applied to flavour the texts of M:tG cards enable their players-readers to interpret the cards as minimalistic and polysemiotic writings. In these writings the titles, graphics and literary quotations, together with the systematic rules of the game, form a postmodern mosaic of in terpretations which has artistic ambitions. Therefore, the implementation of literature into a popular game follows the pattern of the so-called homogenization of high and popular culture, but also promotes among its players a creative model of reading cultural texts.
EN
RESEARCH ON TRADITIONAL SPORTS AND GAMES AS A PROSPECTIVE ACADEMIC FIELD OF STUDY
EN
One of the main areas of research in political science encompasses the essence of politics, the phenomenon of politicization and ideology. The author of this essay attempts to answer the question of whether video games, as a fully-fledged medium of mass culture, have been politicized in the same manner as older media. The starting point here is the story of the birth of video games in the context of technological determinism, and an attempt is made to identify the moment when the games industry began referring to politics. Citing specific video game titles, the author uses the output of the Frankfurt School and explores the correlations between seemingly purely entertainment-oriented games and the world of politics, understood as the incessant conflict of values, interests, ideas, or as the dispute over power.
EN
The discussion about the – usually negative – influence on the morals of young gamers is a familiar one when talking about computer and video games. Interestingly enough, however, board games have not fallen suspect of morally corrupting youngsters, although there are hardly any board games on the market which pursue ethically high purposes, while many can be found displaying or triggering ways of behaviour which could be classified as ethically or politically incorrect. This appears to be even more remarkable when bearing in mind that games can be seen as cultural assets and an important means to develop one’s personality. The intention of this article is to try and analyse this apparent paradox by investigating which different kinds of immorality can come into play under which conditions. Special attention will be paid to the board games of the family game type. Finally an attempt will be made to find an answer why immorality is not only attractive but plays a vital role in board games and why these games, nevertheless, unlike computer games, are principally perceived in a positive manner.
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.
10
75%
EN
When it comes to games, dice belong to the oldest playthings or gambling instruments that men have used to pass their time and/or make some money. Dice have existed for millennia, and though their shapes and materials have varied over time the passion for playing with them has been the same the world over. This article is intended to give a brief retrospective into the history of dice, highlighting a few remarkable facts about dice and gambling in the arts, religion and society throughout the centuries. Having placed dice in their historical context, the current situation of the German board game market will be analysed with regards to the question of the role which dice played until modern times and of the recent developments which have been taking place in popular board games over the last three decades.
11
Content available remote

E-sport z perspektywy teorii sportu

75%
Homo Ludens
|
2009
|
issue 1
213-222
EN
In the article I consider the question whether the modern theory of sport is helpful in analysing the phenomenon of e-sport. I analyze e-sport in the context of the definitions of sport that can be found in proper literature; in this way I demonstrate that e-sport fulfills all the criteria of a sport. This is followed by an outline of what results of sports theory are useful to theoreticians and practitioners of e-sport. Some definitions are suggested as well.
Homo Ludens
|
2010
|
issue 1(2)
191-200
EN
The paper tackles the subject of changes in people's behaviour in the area of entertainment in the face of the current economic crisis. First, it presents the list of definitions and theories concerning the role of entertainment in social life. Subsequently, it characterises some chosen phenomena that have been observed during the last months in the area of mass culture as well as the situation of some sections of the entertainment industry. In conclusion, the paper emphasises the role of conscious participation in culture so as to defend oneself against the threat that is present in it.
13
Content available remote

Konwencja heroic fantasy w grach fabularnych

75%
Homo Ludens
|
2011
|
issue 1(3)
181-197
EN
Heroic fantasy was the first of the many subgenres of fantasy that assumed a defined form within the genre. Although it is stereotypically perceived as less ambitious than other branches, it still belongs to the most popular ones in literature as well in the fantasy role-playing games industry. The aim of this article is to present how the creators of RPG games use the heroic fantasy genre in their games, as well as to analyze the perspectives on that genre among RPG fans.
14
75%
EN
The report presents the results of the work on constructing an educational Browser Based Massive Multiplayer Online Game. The first part of the text presents the actions taken so far, the other part presents the academic premises which influenced the creation of the project and the theoretical assumptions, together with selected features of the game being constructed.
EN
The article is directed at the Polish researchers of narrative role-playing games; its aim is to encourage them to apply in their work certain theoretical concepts which seem to have been largely neglected in our academic discourse concerning RPGs. The most important categories suggested are: culture, popular culture, fans and fan communities. The paper also includes arguments in support of the claim that maintaining contacts with the fandom is a very valuable competence of a role-playing games researcher.
16
Content available remote

W kręgu blogosfery RPG

75%
Homo Ludens
|
2010
|
issue 1(2)
161-174
EN
When in the late 1990s the WWW entered Polish homes, role-playing games had already gathered many followers. The new medium became a perfect way to publish RPG materials. At first the popularizing function belonged to small RPG fan-clubs or author-run, enthusiast-made Internet websites. In time, this role was taken over by more or less professional thematic vortals, which also constructed a certain kind of identity of role-playing gamers in our country. Are we witnessing a new transformation today? The blogs are slowly ceasing to be associated with exhibitionist recordings of intimate experiences, and they are assuming an opinion-formative and socio-creative role. In the area of RPG, one may also observe the growing popularity of thematic blogs which realize the same goals as the aforementioned vortals. Thanks to blog websites, like Blogspot or Wordpress, making one's own blog has become easy for every user of the Internet. In these circumstances, does the burgeoning blogosphere have a chance to exert a more effective influence on the constituting of Polish RPG players' identities, as is the case in the West? Can it replace thematic portals?
EN
More and more people around the world are using computer (video) games. The development of the gaming industry entails the increasing of its complexity in all aspects. Not only is the content represented in games continuously developing, but we also see increasing diversity among their creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists' research as well as in improving the quality of games and of the cooperation between social environments related by games. Social capital is understood here as a potential of interactions embedded in interpersonal ties and social norms, which can bring advantages for individuals, groups and societies. The author takes a closer look at: the main features of this multi-dimensional category; significant differences between human, social and cultural capital; as well as the positive and negative influences of social capital.
18
Content available remote

Podsumowanie roku Homo Ludens 1/2009 w internecie

63%
19
Content available remote

Gra The Witcher w uniwersum Wiedźmina

63%
EN
In this essay I elaborate on the changes that have occurred in the largest Polish fantasy universe after the release of The Witcher, a computer game developed by the Polish company - CD Projekt RED. The magnitude of conceptual work put into the creation of the game's digital environment, which expands on the reality of the novels the game is based on, has led to a shift in the authorship of the Witcher's entire universe. The Witcher is therefore not merely another adaptation of the novel, but constitutes a part of its universe and is an important extension that guarantees its further development in new media.
20
Content available remote

Status naukowy ludologii. Przyczynek do dyskusji

63%
Homo Ludens
|
2009
|
issue 1
223-243
EN
The article is an introduction to a discussion on the status of ludology as an academic discipline dealing with games research. It presents a summary of the most important research in this area and outlines the basic differences between the perception and scope of research of ludology in Poland and abroad.
first rewind previous Page / 2 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.