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EN
Among all avant-garde movements, Surrealism was the most radical in criticizing rationalism. Academic methods used in exploring the world were replaced with games and provocation as Surrealists believed in effectiveness of pure play that triggered surprise and urged the players to cast off their masks. Surrealists borrowed from techniques of children's games and invented own games to aim at philistine mentality in a simple and accurate way. The long-term devotion to games stemmed from the fact that Surrealists rejected the fin-de-siecle cult of artistic individuality. At the source of this devotion was their willingness to experience a flash of enlightenment not in an atelier but in a crowded room. To them, the games embodied the willingness to blur lines between real and imaginary, reason and madness, work and play, seriousness and antics, an intellectual occupation and vulgar entertainment. The authoress cites rules and records of some games Surrealists played, the most famous being 'Exquisite Corpse'.
EN
The purpose of the article is to define the main factors determining the development of the video games industry in the world and Poland as well. We focus on sales results of main products and the clusters practices in case of Poland. The results of our analysis allow us to draw a conclusion that the games industry is a highly competitive business environment where people’s creativity and broad knowledge are of great importance for the success.
EN
The paper deals with sport as an important element that strengthens contemporary ethnic identities. In a dynamic global world, people look for something to help them to satisfy their need for collective identification. When such hitherto existing ethnic elements which constituted identity as language, religion, territory or history are not sufficient, new elements are sought. The author discusses some examples of sports and games, which are an important part of the Basque identity. He describes some traditional sports – Korrika, pelota and aizkolariak – as well as football, placing them in their socio-cultural, historical and political context related to the currently important phenomenon of collective identity. The article encourages looking at sport or games in a wider, identity-related and ludological context. The paper also includes a suggestion for a research methodology and indicates the cognitive and applicable utility of this kind of research.
EN
The paper is a collection of reflections and observations concerning adult students' behavior during classes. It consists of five parts. The first one lists the characteristics of adult students. Part two presents features of educational situation of the students. The third segment signals survival strategies characteristic of young learners, whereas part four discusses kinds of behaviors observed in adult students. The last part contains the conclusion. The author brings forward two theses that require further research. The first one says that students' participation in formalized education triggers behaviors acquired during earlier stages of education, while the other refers to the claim that adult students' behavior does not differ much from the strategies applied by young learners.
5
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GAMES AND TOYS OF THREE GENERATIONS

80%
Lud
|
2006
|
vol. 90
89-102
EN
In the article the author briefly explains what 'game' and 'play' are and how games were played by the three generations of some families. The discussion is based on the material collected during classes with the students of pedagogy at the University of Opole. He did not impose any specific form of expression upon his students. He has collected 45 accounts and got more or less insightful information about the games and toys of three generations. The comparison of the games and toys of three generations reveals their many common features. What was changed were the names and partly the rules of some games, as well as the props used to play them. For example, in the case of games with a ball, what was different was the material of which the ball was made. Contemporary youth play with a leather ball while their parents had to do with a ball made of rags. The same is true of some toys, e.g. dolls. The doll has been the favourite toy of girls today and in the past. The analysis of the games and toys of three generations reveals few differences between them. During their development human communities created a countless number of games and some of them have prevailed for years. Each one of us used to play the 'home', 'school' and, when we got older, we took part in 'dance parties' or went to the disco. There are elements of education in some games. Education is determined by the aesthetics of the toys and the places where they are used and the culture of social relations among the peers. In conclusion, it can be said that the games of three generations presented in the article played a very important role. They occupied every minute of the child's free time. It is through play that children developed their imagination and prepared to perform social roles. The set of favourite games and toys quoted by the students is fairly traditional. Although it contains seemingly new games, the latter are actually new versions of the games that were very popular in the past.
EN
In the Romanian archaeological literature, games and toys from the medieval period have hardly been subjects of study and analysis, perhaps due to the rarity of such artefacts that can be connected to leisure time. The artefacts analysed on this occasion come from archaeological excavations carried out on sites from the north-western part of Romania, more precisely from the Sylvanian Basin, a geographical area that lies within the administrative territory of the county of Sălaj. Artefacts that may have multiple functionalities often appear within archaeological inventories discovered in settlements. The limitations of the research mean that in many cases it is impossible to establish the functionality of some objects with certainty, cases in which we can only make assumptions/proposals. In the case of the geographical area under analysis (the Sylvanian Basin) we also note the existence of early medieval artefacts whose possible function as toys or as components of games can only be hypothesized.
Homo Ludens
|
2014
|
issue 1(6)
13-31
EN
Studies on the rubber hand illusion concentrate on the problem of multisensory integration – that is, on psychological and neurological processes which underlie the formation of sensations and conscious experience. Those studies indicate the importance of visual perception. The first observations were focused on the relation between sight and touch (the rubber hand seems to replace one’s own when both are synchronically touched). Latest research has additionally emphasized the role of first person perspective and of the sense of agency. The current article presents the evolution of the paradigm (including the sense of presence and the importance of one’s own activity). The paper also analyzes possible practical solutions for future games in the light of theoretical findings stemming from the studies on the rubber hand illusion paradigm. The importance of somatosensory modality (too often ignored in the process of game design) and of a higher level of interactivity is emphasized. Additionally, implementation of tools enabling detection and virtual expression of psychical states is proposed.
EN
The article is a summary of selected reflections on contemporary dilemmas of education in the context of the world filled with media. The author raises issues connected with transformation of the recipient's participation in the media message; media education in the school environment and the use of new trends in media and technology in teaching and education.
EN
Traditionally the educationalist's interest in children's games seems to be instrumental, if not manipulative. Playing games children can and should learn - the socially desirable, that is. Games seem to offer themselves such exploitation. They subsist in a state of mind and convention rather then in a relation to a specific kind of objects. Any human ability can be played with as a game of skill - competing with others or with personal records. Any human ability can be personified and as a role simulated - and thus trained or at least experienced. And finally, playing games brings functional pleasure; it has its goal in itself. Lately, the educationalist's interest in children's games based rather on respect for autotelism of playing games, then on the ambition to utilize it in motivating children to do their schoolwork, seems to be asserting itself more intensively. The author considers inspirations which this interest could draw from Children's games - a book written by M. Klusak and M. Kucera, presenting and interpreting a collection of more than 1.600 exemplars of schoolchildren's games (collected in 1995 -2000, in 80 classes, from first to ninth grades). Special attention is paid to children playing with social relations - cooperation, competition, bullying.
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