Wyświetlanie pozycji 30-49 z 73

    • Idle Games: A Cozy Genre Turned Exploitative 

      Buergi, Justin (Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)
      This paper explores the connection between cozy games and idle games, analyzing shared elements and underlying principles. Cozy games are characterized by an emphasis on comfort, relaxation, and safety, offering players ...
    • Ile emersji w grach? Recenzja książki: Piotr Kubiński, Gry wideo. Zarys poetyki, Universitas, Kraków 2016 

      Krawczyk, Stanisław (Wydawnictwo Uniwersytetu Łódzkiego, 2016)
      Piotr Kubiński’s monograph is an outline of certain specific aspects of video games, examined from the perspective of poetics. Apart from a semiotic analysis of the user interface and a look at how games influence various ...
    • 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. ...
    • Looking for Cosy in All the Wrong Places. Cosiness and Tamed Sublime of "No Man’s Sky" 

      Gnat, Tomasz (Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)
      In this article, I argue that some games may elicit cosy sentiments even if they are centred on a premise not usually associated with cosiness – for example the infinity of the universe. They do so not by a fluke, and cosy ...
    • Ludic Don Quixotes Rewritten: Hobbyist French Game Ports as the Reconstructions of Former Game Culture 

      Jankowski, Filip (Wydawnictwo Uniwersytetu Łódzkiego, 2023-12-30)
      In scientific discourse, high-budget remakes of classic digital games have been claimed as the purest examples of “retrospective nostalgia” on part of players and developers. This article aims to rehabilitate the remake ...
    • 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 (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 ...
    • Negotiating Anthropocentrism and Ecologies in Cozy Games 

      Pinder, Morgan (Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27)
      As we sit at the precipice of this planet’s sixth mass extinction event, we need to use every tool at our disposal to advocate for our ecologies. Human self-interest and anthropocentric thinking act as barriers to communicating ...
    • 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 ...
    • No Uglies: Rejection and Utopia in "Animal Crossing: New Horizons" 

      Calloway, Alexander (Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27)
      What motivates cruelty against video game characters designed to be friendly? Using human-to-NPC interactions within the game Animal Crossing: New Horizons as a case study, this paper seeks to define what aspects of a cozy ...
    • Nostalgiczna twórczość fanowska. Wyjaśnienie kategorii demake 

      Ziółkowski, Jakub (Wydawnictwo Uniwersytetu Łódzkiego, 2023-12-30)
      The purpose of this article was to describe the category of demake in detail, which is a popular form of artistic expression among video game fans. This was achieved through an analysis of grow journalism focusing on the ...
    • 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” ...