Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Results found: 3

first rewind previous Page / 1 next fast forward last

Search results

Search:
in the keywords:  game principles
help Sort By:

help Limit search:
first rewind previous Page / 1 next fast forward last
Acta Ludologica
|
2023
|
vol. 6
|
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.
EN
The study deals with culture, acting principles and media productions. From this aspect, the authors argue for the premise of their correlation, applying interdisciplinary approaches to the analysis of sources and applying hermeneutic, phenomenological-reductive and causal approaches. In the study, they highlight the penetration of game elements into culture, the influence of game elements on human behaviour and identify them in people’s everyday activities. They recognise game elements in the various social roles of individuals that determine their social behaviour and actions as well as their game actions. They deal with game principles and related game rituals, forming an integral symbolic part of socio-culture and artistic culture. They conceive the theoretical starting points mainly in relation to the game principle of mimicry. They reflect the dimensions of games in the interface of their purpose, utility, creativity and aesthetic qualities. They point to the audience’s capacity for narrative immersion in the context of their fascination with games and media content. In this context, they define and conceptualise the term “narrative audience introspection” and point to the spectacularity of games and media productions.
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.
first rewind previous Page / 1 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.