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EN
According to Roger Caillois’s social epistemology, agôn and alea are the first two principles of games which unfold between the arbitrary polarity of the play tendencies of paidia and ludus. The traditional view on tragedies strongly supported by Aristotelian authors is that, in its particular tragic universe, the stakes are determined by an implacable fatality directed by the probable and the necessary. However, in most of Racine’s plays, the course of events seems to revolve around fortune which ends up creating a sort of middle field of tragic action between agôn and alea. The article maintains that chance takes center stage in Racine’s theater, of which the tragic plot must be explored from a stochastic perspective. It uses the notion of “mid-field” borrowed from ball games meaning the mid-fielder position, a position which maximizes the potential for chance in these games.
FR
Dans l’épistémologie sociale de Roger Caillois, agôn et aléa sont les premiers deux principes du jeu qui se déploient entre la polarité arbitraire des tendances ludiques de paidia et de ludus. La vision traditionnelle sur les tragédies vivement soutenue par les auteurs aristotéliciens est que, dans son univers tragique particulier, l’enjeu est déterminé par une fatalité implacable dirigée du probable et du nécessaire. Cependant, dans la plupart des pièces de Racine, le cours des évènements semble tourner autour de la fortune qui finit par créer une sorte de champ médian de l’action tragique entre agôn et aléa.  L’article soutient que le hasard occupe bien une place dans le théâtre de Racine, dont l’intrigue tragique doit être explorée dans une perspective stochastique. Il se sert de la notion d’« entre-jeu » empruntée aux jeux de balles signifiant le médian du terrain, position qui maximise le potentiel du hasard dans ces jeux.
Acta Ludologica
|
2019
|
vol. 2
|
issue 1
42-54
EN
The presented study dwells on the issue of game theory by Roger Caillois to be applied to the contemporary dimension of digital games. The actual attempt is to find out the extent to which the game principle categories apply to media products, i.e. digital games. The paradigms by authors engaged in cultural anthropology, philosophy, psychology, and sociology, besides others, served as key theoretical groundwork for the present paper. Nevertheless, the theories concluded within media study addressing the game and game principles in contemporary society have not been excluded either. In essence, the theoretical reflection introduces the basic terminology axis creating an apt platform for the game variants in use, to perform within the forms of new reality, i. e. virtual reality. The primary aim is to define elementary concepts like “game”, “game principles”, “media or virtual space”, “digital game”, and “game genres”. Secondary is then to explicate certain game principles designated by Roger Caillois present in the particular game. Material to be applied for this study ranks among the genre of action games. “Action game” particularly is a digital genre that belongs to frequent genre types as well as RPG games, strategy and others. Drawing from this fact, one of the actual digital games called Mafia III was chosen for empirical study. The main purpose of the paper is through logical analysis to illustrate the issue of games, and subsequently point out the cases of their occurrence in the media space. Theoretical postulates by Roger Caillois are by author assumed to be potentially applicable to the current media reality of digital games that come under action genres.
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