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Acta Ludologica
|
2021
|
vol. 4
|
issue 1
140-141
EN
The pandemic didn’t just bring suffering, but also created new opportunities in the marketplace. This was especially true for the gaming industry that bloomed in many ways, except when it came to events such as festivals, cons, gatherings and tournaments
Acta Ludologica
|
2020
|
vol. 3
|
issue 2
95-96
EN
How far are video games from politics? It seems like there are a lot of arguments and discourses surrounding politics and games. There are a whole range of ways and amounts of how politics crosses the political sphere. As an example, we can look at Far Cry 5; considered controversial by some, and even accused of not being able to articulate a statement of Trumpian America; „a missed opportunity”.
Acta Ludologica
|
2021
|
vol. 4
|
issue 2
125-128
EN
The digital-gaming industry is a place notorious for two problems: crunches and ever-present sexism. In this context, it seems that 2021 has not been kind to Activision Blizzard, or at least to its top representatives, although Activision Blizzard is not the only name shaken by accusations of macho culture, a toxic environment, or sex-based discrimination.
EN
Interview with Jaroslav ŠVELCH by Alexandra Kukumbergová
EN
It is no secret that the professional part of the sport industry is mostly funded by the amount of sponsor’s visibility to fans and means of getting their attention. Championships, leagues, challenges, shows and even bathroom selfies of athletes help to sell advertisement opportunities for brand managers to receive more views.
EN
The study presents preliminary research focused on the history of tabletop role-playing games (RPGs) in the former Czechoslovakia, especially Dungeons & Dragons (1974) and its local clone Dračí doupě (transl. Dragon’s Lair, 1990). Based on theoretical literature, period sources and semi-structured interviews with first-generation players, it gives an overview of the first contacts with RPG in the specific post-communist cultural and economic context, focusing on the distribution and reception of Dragon’s Lair, mainly in the Slovak part of the former common state. As a partial outcome of an ongoing research into the local gaming experience, the focus is not on the game itself or its commercial success, but rather on its players, their characteristics and initial experiences with tabletop RPGs in the early 1990s.
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