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Acta Ludologica
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2022
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vol. 5
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issue 2
30-56
EN
This study focuses on aspects of media pedagogy and philosophical anthropology in digital games and seeks to answer the question as to why we play digital games. Digital play is viewed as an aesthetic and cultural phenomenon according to I. Kant’s Analytic of the Beautiful and is interpreted, analysed, and compared with the anthropological dimension of play. According to I. Kant, the main element of beauty is disinterested liking. Digital games have been observed in such a judgment of taste. We will observe the phenomenon of play based on I. Kant’s understanding of the aesthetic concept of play and C. Lévi- Strauss’s structural anthropology. The paper presents the phenomenon of play from the aspect of aesthetic pedagogy, but also asks why we like games and what is aesthetic in them that causes pleasure. The aim of this study is to analyse the phenomenon of games from the context of digital games and to show how different anthropological, philosophical, and pedagogical aspects mutually complement and intertwine. The research question of why we play digital games opens the possibility for new reflections and understandings of the world of games, the concept of beauty and the meaning of games for humans. The complexity and multidimensionality of the game phenomenon is also observed according to E. Morin’s aesthetics in which the artistic and aesthetic dimension of digital play is discussed. The concept of play is philosophically relevant, and through the study we approach J. Huizinga’s aspect of the seriousness of culture and E. Fink’s play of the world. In the aspects of social life such as metaphors and imagination, play imposes itself as communication. The true character of the game is manifested in the self-pleasure of relieving the individual, but also in the imagination and beauty that the game provides. The game, as such, represents an aesthetic attitude towards life and it is at its core an imitation in the space of the imaginary.
Acta Ludologica
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2020
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vol. 3
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issue 2
22-35
EN
The paper presents, discusses and analyses the role of building brand image in digital games. The purpose of this paper is to analyse and discuss in-game marketing in cultural spheres from the aspect of brand image. The aim is to explore, identify and present the relationship between brand image, consumer self-image and digital games as a brand. The contribution of this study is manifested in an interdisciplinary approach to work through marketing, psychology, sociology, and media theory. Consumers project their desires through digital games, and the brand’s entry into the digital game itself enhances the gaming experience and reality of the digital game. It was concluded that consumers want a realistic experience while playing digital games and they want to see famous brands within the game as this enhances their experience and projects the reality of the digital world. The core of brand image is consumers’ perception. In recent years, the digital game industry dominates this segment of the global entertainment economy. The paper analyses in-game marketing from the aspect of branding and sociology of culture. It is based on J. N. Kapferer’s theory of brand building and Huzinga’s theory of game. The article explores the meaning of the phenomenon of brand image and identity in virtual reality. The emphasis in this paper is put on the influence of brand image and digital game as a model of popular culture. This article adopts an integrated knowledge inquiry approach through thematic analysis to explain the concept of brand image. From the consumer’s point of view, the brand represents a symbol built on impressions, associations, metaphors and archetypes in the digital gaming industry. Brand loyalty is a key factor in building brand equity. The problem of brand loyalty appears as a reflection of brand symbol and its image. However, the oxymoron of in-game marketing starts from the hypothesis that consumers want to see brands in virtual reality.
EN
From photoblogs to mobile phone cameras, digital technology is rapidly and fundamentally changing the cultural practice of photographic representation. Across games and gaming communities, the aesthetics of screenshots and the aesthetics of photographs are increasingly intertwined. The latest photographic modes in digital games mimic real photographs by incorporating controls that are found in physical cameras and allow for great creativity, yet yield some limits and potential issues. The aim of this explorative study is to describe the creative potential of the specific functionality of photo modes in digital games, the intent and development of the tool, promotional uses, and the limits of the emerging art form of virtual photography.
EN
Phenomena of video games is constantly changing. Many of the changes have induced modi­fications of understanding of specific game genres, their crucial features and even essential factors of the whole phenomena. The aim of this paper is to point out the most important factors that af­fect evolution of video games. Is technological advance the main reason of games’ transformation? Author attempts to determine how features and capability of devices (e.g. personal computers or consoles) affect quality of video games. The next problem is influence of „indie” creators on video games’ evolution, as well as phenomena of specialization of the electronic entertainment.
Acta Ludologica
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2023
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vol. 6
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issue 1
96-110
EN
The presented study closely explains R. Caillois’ theory of game principles, while attempting to point out its apparent application in the digital dimension. It is our main intention to clarify the significance and topicality of the characteristics of individual game categories within media products – digital games. Thus, confrontation between the fundamental theoretical framework and its consequent practical application within the selected case study occurs in the submitted scientific text. The study’s ambition is to identify the indicative characteristics of R. Caillois’ game categories in the selected media product – the digital game Sudden Strike 4. The chosen research material can be qualified as a suitable representative of the strategy game genre, which was the direct determinant of our selection. Therefore, the primary objective of the study is to ascertain the possible application of R. Caillois’ game theory in the strategy game genre. For the purposes of achieving the defined objective, the author uses methods of logical analysis of text in combination with qualitative content (narrative) analysis. She thus presumes a certain increase and revaluation of the existing scientific knowledge necessary for both the theory and practice.
Acta Ludologica
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2021
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vol. 4
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issue 2
4-30
EN
The paper analyses the significance of the role of parenting and guardianship in the digital games The Walking Dead and Heavy Rain. The aim is to present, analyse and explain the phenomenon of myth, mythical structures in digital games, culture, and brand identity. R. Barthes’ semiotic theory was used, which analyses constructs through denotation, connotation, and myth. The units of research analysis are scenes from the games that will be presented, described, interpreted, and understood by deconstruction analysis. In the first part, the phenomenon of myth is theoretically elaborated, and then the mythic structure in digital games is analysed. The focus is on myth as a phenomenon, which from a pedagogical point of view, shows the role of parenting and guardianship. Also, the analysis of the connotative sign shows the influence of the media on digital culture, but also on the creation of elements of brand identity of digital games. We will confirm these theses by analysing the content of the mythical structure. The unit of analysis is the mise-en-scène and refers to everything that interacts with the digital game and the player. The central concept is a semiotic analysis of the psychological concept of fidelity that is connected to the model of brand identity through the model of attachment. Finally, through a semiotic analysis of the attachment construct, the attachment construct from the aspect of brand identity is also presented. The brand was observed according to J. N. Kapferer’s theory and analysed at the message and sign level. The contribution of this study is manifested in an interdisciplinary approach to work through marketing, psychology, pedagogy, media theory and semiotics.
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Nulltopia: Of Disjunct Space

72%
Acta Ludologica
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2022
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vol. 5
|
issue 2
58-70
EN
Nulltopia is disjunction in space, the non-space between one space and another. Such disjunction becomes important in the ontology of imaginary worlds, whose thresholds are not fully traversable. Some knowledge and some exigencies transfer across the boundaries of an image, but some do not, remaining asymmetrically bound, extant only on one side – potentiating scenarios like starving while eating Minecraft cookies. This theoretical study presents an exercise in the metaphysics of digital games, defining nulltopia in reference to dreams, the theatrical proscenium, vehicle windows, video screens, loudspeakers, and interactive consoles; and contextualizing nulltopia relative to immersion. Developing from a syncretic combination of movement and depiction, the video screen extends a technology of imagination that already existed in component forms. Partially separating slow reality from fast imaginary, nulltopia affords both discourse and addiction to the ‘etiolated actual’, in contrast to an imagined, perfectly immersive, ‘society without screens’,the bounds of whose world become imperceptible.
Acta Ludologica
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2019
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vol. 2
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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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