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1
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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.
2
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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
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.
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.
5
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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.
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 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.
Homo Ludens
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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.
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.
10
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W kręgu blogosfery RPG

75%
Homo Ludens
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2010
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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.
EN
Alternate Reality Games, typical of the culture of the 21st century, are a fringe phenomenon which fail to conform to the canonical definitions of games created in the 20th century. ARG are characterised by multimediality, information acquisition, massive participation resulting in collective intelligence, an illusion of reality, and an idiosyncratic form of narrativity. The article highlights the distinctive features of ARG as gleaned from the analyses of the prototypical ARG The Beast, as well as from formal definitions suggested by ARG practitioning scholars, and discusses them in the light of contemporary game definitions.
13
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Konwencja heroic fantasy w grach fabularnych

75%
Homo Ludens
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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
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.
Homo Ludens
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2011
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issue 1(3)
199-214
EN
In the age of the internet an incomparably greater number of possibilities for activity, self-promotion, publishing and development than used to exist even a decade ago has opened in front of academic associations. However, for young, developing academic societies not connected directly with institutions which can supply constant financial aid, even such widely available forms of media activity may be quite a challenge. The aim of the article is to depict - based on the example of the Polskie Towarzystwo Badania Gier (Games Research Association of Poland) - the possibilities of functioning for academic associations on the internet and hardships which sometimes have to be faced.
16
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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.
17
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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.
18
Content available remote

Podsumowanie roku Homo Ludens 1/2009 w internecie

63%
19
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Sylwetka naukowa profesor Izabeli Prokop

51%
EN
The article presents methodological ideas for the use of theatrical and narrative role-playing games in teaching the humanities - especially selected syllabus contents of Polish literature in secondary school. The illustrated contents are references to LARP entitled 'The Ball at Senator Vasylev's' referring to selected scenes from the 3rd part of 'Dziady' by Adam Mickiewicz.
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