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EN
The text implicitly compares the principles of the production, especially the theatrical, with the principles of creating a narrative conflict in video games. It explicitly focuses on the processes of video game simulation. It‘s carried out through the optics of two approaches to video game theory. The first is the aspect of professional discourse in which it uses already established professional terminology from theatrical theory and tries to identify aspects of video games that correspond with it. In doing so, the author of the text suggests that there are two basic video-game principles – competitiveness and interactive narration. Those principles oppose each other while focusing on the second. So the author understands the production as a kind of simulation and argues why this storytelling principle also appears in video games. The second principle of thinking about video games is thinking from the perspective of the players. In this context, the author seeks arguments to confirm his thesis. In the unstable terminology of video games, he reveals basic thinking in opposition to competitive playing and role-playing. Ultimately, he describes the relationship between the production and simulation in the context of video games as a narrative medium.
EN
This piece deals with the significance of computer games in the modern teaching process. The author identified the main challenges for the teachers that are related to problems created by electronic entertainment. The second part of the text focuses on the positive impact of video games exemplified by popular „mods” based on actual historical events. In conclusion, the author stated that it will still be many years before computer games are used by researchers in the process of teaching the academic youth, however they do have the potential to become something more than just pure fun.
Homo Ludens
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2013
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issue 1(5)
219-232
EN
This article constitutes a comparative analysis of video games and films from the perspective of translation studies. Various modes of audiovisual translation are compared and scrutinized. First, the author’s stance on the nature of video games and motion pictures is presented. Consequently, the general difference between these two types of texts is shown. Subsequently, the subject of the paper is narrowed, and the specific dissimilarities between the rendition of games and films are juxtaposed and supported with visual examples. The article shows that despite the fact that video games and films both belong to audiovisual translation, the differences between them can be considerable.
EN
Three studies were conducted in order to create a Polish adaptation of the Immersion Questionnaire – a scale measuring video game engagement. The questionnaire was created and adapted as a tool for experimental measurement of the player’s absorption in the game. The reliability and structure of the tool was tested in two studies (Study 1 and 2). The level of immersion proved to be strongly correlated with game satisfaction and the willingness to replay (Study 2). Experimental manipulation of game quality resulted in differences in the level of immersion between two games (Study 3), which confirmed the usefulness of the scale in game research. The presented tool can be applied in academic and industrial research.
Homo Ludens
|
2013
|
issue 1(5)
129-138
EN
The goal of the present paper is to review most of the research done in the field of computer games in glottodidactics. Some preliminary conclusions made while implementing puzzle video games into foreign language classes in a high school will also be presented. The aim of the author is to show a full spectrum of possibilities of video games, and to state that some of them can work perfectly with the more traditional methods of teaching a foreign language at school.
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Artystyczne gry Anny Anthropy

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EN
Art games are unique works which go beyond offering players the fun of playing. As a mixed form placed between social games, new media art and tactical media, art games look for new challenges for players, aiming to enrich the reception experience. In this paper, art games are exemplified by selected works of Anna Anthropy, which – making use of the artistic convention – are becoming the metadiscoursive medium that encourages the player to critical reflection about video games and the user status.
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EN
One of the most interesting tendencies in videogame history of the last few years is the appearance and development of the so-called notgames – products which use means characteristic of computer games, but at the same time consciously turn away from game mechanics, including challenges or aims. The article describes a wave of experimental interactive fiction games from the mid- and late 90s, which can be viewed as interesting precursors of the notgames movement.
8
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Gry wideo i kultura autentyczności

88%
EN
An important result of analyzing video games as a means of communication is the identification of a mechanism for immediately verifying a player's interpretation. Each success or failure of an action is a proof of correct understanding, or a lack of it. At the same time, the interactive character of video games creates the illusion of the uniqueness of a player's choices: the impression that each gamer establishes a distinct, yet valid path towards the conclusion, based on their interpretation of the game's messages. Such an approach reveals an important component of the pleasures given by playing a game: reassuring the player about her skills as a reader of those messages, as measured by the game's systems of evaluation. This self-centered aspect of gaming seems to be connected with the modern culture of authenticity, as identified by Charles Taylor. Its key feature is to stress self-realization as the ultimate goal of human existence. Although this aspiration should be based on an individually created, bricolaged ethical code, its central values are rooted in a common understanding of moral principles. Each individual simply chooses a set of values to practice, based on the interpretation of their social position, needs and ends. To live a life is to choose a unique and valid moral path from the myriad options. This remark allows us to infer certain similarities between the practice of gaming and the widespread ethical principle: the videogame as a miniature model of a good life, a necessary aspect of today's culture.
9
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Gra The Witcher w uniwersum Wiedźmina

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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.
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