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<title>Replay. The Polish Journal of Game Studies 02/2015</title>
<link>http://hdl.handle.net/11089/19421</link>
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<dc:date>2026-04-04T10:20:50Z</dc:date>
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<title>El Presidente doświadcza. Mechanizmy kapitalizowania produktywności graczy w seriach „Tropico”, „Torchlight” oraz Diablo”</title>
<link>http://hdl.handle.net/11089/19483</link>
<description>El Presidente doświadcza. Mechanizmy kapitalizowania produktywności graczy w seriach „Tropico”, „Torchlight” oraz Diablo”
Felczak, Mateusz
In popular economic discourse, productivity is the ratio of the value of manufactured&#13;
goods to the initial input. In games, the input can be placed on the players’ side: players&#13;
invest their time, financial resources, and cultural capital in order to achieve certain&#13;
benefits, which are “produced “ in the course of the game. The status of this benefit is&#13;
dependent on the context, but developers make such players’ productivity a key strategy&#13;
used in promoting and maintaining a game and its fan base. The paper analyses&#13;
three games: "Tropico III", "Diablo III" and "Torchlight II", in the context of ideological underpinnings&#13;
of game mechanics that support the notions of using fan’s free labour,&#13;
taking advantage of their non-game activities via the auction house and forcing them&#13;
to internalize neo-colonial stance, respectively.
</description>
<dc:date>2015-01-01T00:00:00Z</dc:date>
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<item rdf:about="http://hdl.handle.net/11089/19481">
<title>What Will Be the Future of the Past? Report from ARCHIVES OF/FOR THE FUTURE The NECS 2015 Conference</title>
<link>http://hdl.handle.net/11089/19481</link>
<description>What Will Be the Future of the Past? Report from ARCHIVES OF/FOR THE FUTURE The NECS 2015 Conference
Chojnacki, Marcin M.; Staszenko, Dominika
</description>
<dc:date>2015-01-01T00:00:00Z</dc:date>
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<item rdf:about="http://hdl.handle.net/11089/19480">
<title>Wyjątkowość doświadczenia śmierci w artystycznych grach wideo</title>
<link>http://hdl.handle.net/11089/19480</link>
<description>Wyjątkowość doświadczenia śmierci w artystycznych grach wideo
Strużyna, Hanna; Strużyna, Andrzej
Video games present different meanings of death than those conditioned by social&#13;
and cultural contexts. Most games treat the motif of death instrumentally. Therefore,&#13;
death is usually a norm and a rule in typical video games. However, art games present&#13;
a different sense of death, one that defies its conventional meanings. The article analyses&#13;
the different presentations of death in three art games: "Passage" (Rohrer, 2007), "The&#13;
Graveyard" (Tale of Tales, 2008) and "Queers in Love at the End of the World" (Anthropy,&#13;
2013). These productions prove that video games are an excellent medium to offer&#13;
players a deep emotional experience, which can also encourage taking a fundamental&#13;
and more profound reflection on the meaning of life and death.
</description>
<dc:date>2015-01-01T00:00:00Z</dc:date>
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<item rdf:about="http://hdl.handle.net/11089/19478">
<title>Zasady przeciw immersji. Zaangażowanie w narrację i zaangażowanie w system formalny gry</title>
<link>http://hdl.handle.net/11089/19478</link>
<description>Zasady przeciw immersji. Zaangażowanie w narrację i zaangażowanie w system formalny gry
Petrowicz, Marcin
Rules and narratives in video games had a complicated relationship for many years.&#13;
In game studies this conflict became evident in ludology versus narratology debate,&#13;
in video game culture critics and players talk about ludo-narrative dissonance. Both&#13;
of those phenomena express the popular belief that rules and story in videogames&#13;
oppose each other, that strategic or tactical engagement and narrative immersion cannot coexist in one game. The following article confronts the problem of, supposedly,&#13;
opposing types of engagement. To understand different aspects of engagement several&#13;
concepts of immersion are recalled, beginning with those rooted in literary studies by&#13;
Janet H. Murray, Marie-Laure Ryan and Katarzyna Prajzner, through game specific&#13;
concept of Laura Ermi and Frans Mäyrä to post-immersion concepts of Gordon Calleja.&#13;
In the next section of the paper two analyses of specific types of engagement are&#13;
presented: game formal system engagement in Angry Birds [Rovio Entertainment,&#13;
2009] and narrative immersion in The Walking Dead series [Telltale Games, 2012].&#13;
The article concludes with a list of mechanical features of a video game that facilitates&#13;
either engagement in formal system of the game or game’s narrative.
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<dc:date>2015-01-01T00:00:00Z</dc:date>
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