Wyświetlanie pozycji 20-39 z 53

    • Live Streaming Platforms and the Critical Discourse About Video Games 

      Felczak, Mateusz (Wydawnictwo Uniwersytetu Łódzkiego, 2017-11-22)
      This work concerns online streaming platforms centered on broadcasting video games-related content, such as Twitch.tv and Douyu.com. The aim of this article is two-fold: first, to point out the possible research methods ...
    • Lokacje teatralne w cyfrowych grach fabularnych jako przyczynek do refleksji nad remediacją teatru w obrębie gier komputerowych 

      Kłeczek, Jakub (Wydawnictwo Uniwersytetu Łódźkiego, 2014)
      Digital games and theatre seem to have similar identity. This may be observed in similar art techniques used in both media. The aim of this paper is to demonstrate how theatre as a medium is represented in digital games. ...
    • Ludo-narratywizm, czyli proceduralizm Bogosta na tle sporu ludologii z narratologią 

      Petrowicz, Marcin (Wydawnictwo Uniwersytetu Łódźkiego, 2014)
      The ludology-narratology dispute has been dismissed and neglected by many researchers. Theorists on both sides of the conflict created theories assimilating the concepts of their opponents. However, in my opinion, Ian ...
    • The Matter at Hand: A Practice-Theoretical Model of Digital Gaming 

      Jaćević, Milan (Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)
      Investigations into the nature of the activity of gaming have been made difficult by virtue of the plurality of possible forms this activity may take. In this paper, I address this problem by examining (digital) gaming ...
    • Miasto-poza-miastem. Przejawy współczesnego flâneuryzmu w medium gry wideo 

      Janik, Justyna (Wydawnictwo Uniwersytetu Łódzkiego, 2015)
      This article is a comparative analysis between the exploration video game genre and the theories of contemporary city space. It focuses predominantly on confronting spatial experience of the city space with video game ...
    • „Mortal Kombat", czyli jak uratować świat 

      Sitarski, Piotr (Wydawnictwo Uniwersytetu Łódźkiego, 2014)
      The paper analyses interrelations between different constituents of the Mortal Kombat entertainment system. The author points out those specific features of movie adaptations that are necessitated by the characteristic of ...
    • Motives for Playing Video Games in the Context of Time. Results of Empirical Research 

      Mazurkiewicz, Bartosz; Stefańska, Magdalena (Wydawnictwo Uniwersytetu Łódzkiego, 2021-10-15)
      Video games are one of the most popular leisure activities. The multitude of games and ways of playing (individually, in a team, online, offline, etc.) allows players to meet their various needs. Thus, from the point of ...
    • Motyw „yūrei” w japońskich survival horrorach — analiza wybranych przykładów 

      Staszenko, Dominika ORCID (Wydawnictwo Uniwersytetu Łódźkiego, 2014)
      This paper examines the phenomenon of survival horror games. It focuses on “yūrei”, a Japanese mythological supernatural being. “Yūrei” returns to the world of the living to take revenge on the people who harmed them in ...
    • Multimodalna ewolucja obrazu w grach wideo 

      Lekszycka, Mariola (Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)
      The article is an attempt to respond to the question whether a digital game can be considered as an image. The theoretical basis for defining the category of image is the research of Jan Białostocki, Georges Didi-Huberman ...
    • Narracja linearna w grach wideo w kontekstach immersji 

      Pigulak, Joanna (Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)
      The paper aims to outline features of linear video games in context of a player immersion. The first part of the paper deals with a brief introduction concerning the characteristic of linear narrations, especially its ...
    • Natural User Interface for Education in Virtual Environments 

      Stavrev, Stefan (Wydawnictwo Uniwersytetu Łódzkiego, 2016)
      Education and self-improvement are key features of human behavior. However, learning in the physical world is not always desirable or achievable. That is how simulators came to be. There are domains where purely virtual ...
    • Niechcący zrobiłam "Dark Souls" – gry wideo w instytucjach kultury z perspektywy twórcy i groznawcy 

      Bakun, Martyna (Wydawnictwo Uniwersytetu Łódzkiego, 2017-11-22)
      Innovative technological solutions are becoming more and more popular in cultural institutions. Among such novelties as interactive exhibitions, specially designed applications, virtual tours, and augmented reality there ...
    • O gropowiastkach 

      Jankowski, Filip Fabian (Wydawnictwo Uniwersytetu Łódzkiego, 2022-11-21)
      This paper proposes introducing a new category to describe certain digital games – “game-satire” (“gropowiastka”) – similar to literary philosophical satires. The author takes as his point of departure the term “game-story” ...
    • O immersyjności escape roomów. Przykład pokoi Tick Tack w Gliwicach 

      Julke-Bogacka, Katarzyna (Wydawnictwo Uniwersytetu Łódzkiego, 2017-11-22)
      Escape room (ER) is a live cooperative game in which players need to find a way out of a closed room, or to reach an additional goal by solving a series of riddles and puzzles, in a set amount of time. So far there have ...
    • Od Redakcji 

      Garda, Maria B.; Grabarczyk, Paweł ORCID (Wydawnictwo Uniwersytetu Łódźkiego, 2014)
    • Ogrywając porażkę. Konceptualizacja doświadczenia porażki w groznawstwie 

      Kozyra, Magdalena (Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)
      The aim of the article is to present examples of already existing theories about the experience of failure in digital games and then propose a different approach to it. Firstly, it shows the way Csíkszentmihályi’s flow ...
    • PETSCII – A Character Set and a Creative Platform 

      Reunanen, Markku; Heikkinen, Tero; Carlsson, Anders (Wydawnictwo Uniwersytetu Łódzkiego, 2018-11-22)
      PETSCII is the built-in character set used on 8-bit Commodore computers, such as the PET, C-64 and Plus/4. The character set and the BASIC environment provided an entry point to rudimentary graphic editing for a generation ...
    • Play the art: Artistic value in video games 

      Jancsovics, Klaudia (Wydawnictwo Uniwersytetu Łódzkiego, 2022-07-14)
      Playing a game does not mean that we are doing something childish and useless. Using a new technology to express our feelings and raise the awareness of social issues does not mean we cannot call it art. If we go back in ...
    • Playing distressed art: Adorno’s aesthetic theory in game design 

      Hanussek, Benjamin (Wydawnictwo Uniwersytetu Łódzkiego, 2022-08-09)
      The discussion on games as (not) art has been raging for decades without reaching a consensus. It is argued here that the ontological status of games is irrelevant for the perception and development of aesthetic experiences ...
    • (Post)pandemic academia, or rising from the ashes 

      Jankowski, Filip (Wydawnictwo Uniwersytetu Łódzkiego, 2023-12-28)