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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.
EN
The main ambition of the paper is a reflection on the relation between literature and digitality, or verification of the potential of research into literature seen in the context of the (post)digital civilizational and cultural situation, which decisively influences the way literature as such exists, or the way it circulates and resonates in culture. The subject of the interest is digitalized literature, i.e. converted into numbers, in a narrow or specific sense, new-medium literature. The authors use the example of Andrzej Sapkowsky´s fiction and its video game post-texts produced by the developer CD Projekt Red to find out what happens to literature converted into the form of a digital game. The leitmotif of the reflection is the binary opposition of the iconic (defining literature) and the operative (defining digital games) as well as the very literary scientific and fundamental issues such as the issue of a story and its relation to narration. In terms of the concept and the method, the key question is the question of the genre, i.e. fantasy, where the authors reflect on the specific form of digital literature from the perspective of pop culture, i.e. the optics which makes it possible to view the matters not through the prism of literary types but through the prism of genres.
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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