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Acta Ludologica
|
2021
|
vol. 4
|
issue 1
4-22
EN
So-called dark patterns are widely discussed in game design. This phenomenon raises concerns for gaming education because numerous dark patterns trick players into real money transactions or gambling. A major obstacle to the practical assessment of the severity of a ‘dark’ pattern is the very definition of ‘game patterns’, basing solely on action-oriented structures. In order to take into account not only abstract expressions of the game system, but also the experience of the player, as well as the diverse contexts in which games are played, this article proposes to use the semiotic model of the ‘ludeme’. A ludeme is a minimal element in game design consisting of a grapheme, an acousteme, and a motifeme. We begin by explaining and situating the conceptual framework of the ludeme theory, with a specific interest in its application to repetitions of the same game element over time and through different digital games. Then, the theoretical framework is applied to SimCity BuildIt and particularly to the ‘dark patterns’ in it. In the last part, paths for further developments of the model of ludemic analysis are discussed, with regard to its relevance for media education and digital game literacy.
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Prezentacja struktury formalnej MDA

84%
PL
Analizy formalne gier służą zarówno publicystom piszącym teksty krytyczne o grach, jak i twórcom doskonalącym swój warsztat na podstawie wydanych już tytułów. Jednakże dyscyplina game studies wytworzyła niewiele narzędzi badawczych służących całościowej analizie gier komputerowych. Prezentowany tekst ma na celu przybliżenie struktury MDA (Mechanics, Dynamics, Aesthetics) – formalnej metody służącej projektowaniu i badaniu gier stworzonej przez Robin Hunicke, Marca LeBlanca i Roberta Zubeka. Za obiekt analizy służy polska gra przygodowa The Vanishing of Ethan Carter studia The Astronauts. W pracy analizuję relację systemu reguł gry (mechanics), wynikających z tego wzorów interakcji gracz-gra (dynamics) oraz warstwy estetycznej (aesthetics) z przyjemnościami, jakie gracz czerpie z gry. Posiłkując się kategoriami L. Konzacka, metodami badań gier M. Consalvo i N. Duttona oraz zmodyfikowaną na potrzeby użytku na gruncie polskim strukturą MDA, przedstawiam możliwości strukturalnej analizy systemu reguł gry. Artykuł ma na celu prezentację i ocenę struktury MDA, a także jej wprowadzenie do polskiej ludologii.
EN
The formal analysis of games is used by both game journalists writing their critiques and game designers dismantling titles already published. However, game studies have not created many tools for the complete analysis of game systems. This article aims to introduce the MDA (Mechanics, Dynamics, Aesthetics) structure – a formal method for game research and design created by Robin Hunicke, Marc LeBlanc and Robert Zubek. The object of analysis will be a recently published Polish adventure game – The Vanishing of Ethan Carter from the studio The Astronauts. In this paper I will analyze the relations between the mechanics system, human-game interactions (dynamics), aesthetics of the game and the types of pleasure the game is offering. With the help of L. Konzack’s categories, research methods of M. Consalvo and N. Dutton and MDA structure modified for the Polish user, I will present the possibilities of formal analysis of the game rules system. The paper aims to present, evaluate and introduce the MDA into Polish academia.
EN
Background. Tactics is a crucial part of the game at all levels of play, but it seems of absolute importance at a professional level. In fact, among the reasons why top players have improved their game so much during the last few years have been both their ability to analyze their opponents and their adeptness at applying all of the tactical concepts them have learned in the match play. This is what the authors call “tactical maturity”. The goal of this study is to find a new way of the tennis game observation. Material and methods. The observation data were collected from the game between Maria Sharapowa and Agnieszka Radwanska who met in the final of the Indian Wells played in Miami in 2012. A research tool was a data registration checklist designed by the authors which included the description of the chosen variables and criteria enabling their quantification. The collected results were presented in tables and indexes. Results. The criteria proposed in the sheet included the game situation, which enables players to create point-scoring situations by applying: 1. tactical actions to achieve various point-scoring situations, 2. a vast variety of strokes to win the point or create a point-scoring situation, 3. creation of the game in the point position (spatial flexibility). Hence, the player should be taught such efficient activities during the game. Conclusion. Nowadays, players who play tennis at the world top level are characterized by a high level of game situation oriented on scoring the point in the first shot, or in the next one.
EN
The aim of the research is to identify positioning skills of a contestant, based on original criteria of activities assessment, from the point of view of their diversity and the degree of the risk involved. The basis of the presented concept of research is the division which takes into consideration the accuracy of a player’s action who is able to create scoring situation at a given moment of a match as well as controlling the positioning of the game or counteracting the actions of his opponent. The main subject of interest in this case is so-called positioning, which constitutes the essential “substance” of events taking place in the field, at least in its voluminal aspect. The presented paper constitutes an element of development of a wider research concept, which enriches the theory of sports games in their praxeological dimension. In future, the aim of similar analysis will focus on a pragmatic aspect which could be implemented, however, at the present stage the results are of theoretical value only.
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