Przeglądaj Replay. The Polish Journal of Game Studies według tytułu
Wyświetlanie pozycji 8-27 z 73
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Comfortably Numb: An Ideological Analysis of Coziness in Videogames
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27)This essay analyses the concept of coziness in videogames, focusing on their role as a stress-relieving diversion in modern capitalist societies. The article emphasizes the genre’s features of safety, abundance, and softness, ... -
Computer games as a subject of psychological research – negative and positive aspects of gaming
(Wydawnictwo Uniwersytetu Łódzkiego, 2022-12-30)Computer games are an interactive form of entertainment that is popular with younger and younger players. Therefore researchers are actively seeking information on the consequences of pursuing this type of pastime. At the ... -
Cozy Games and Resistance Through Care
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27) -
Cozy Heterotopias in JRPGs: A Foucauldian Perspective on the Spatiality of Coziness in Japanese Role-Playing Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27)This article applies the concept of heterotopia as developed by Michel Foucault to cozy aesthetics in JRPGs. After introducing the concept of heterotopia and its six key principles, the term JRPG is briefly reflected upon. ... -
“Drown Your Troubles in Coffee”: Place, Heterotopia, and Immersion in the Coffee Talk Series
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27)This article contributes to the growing body of research on space, place, and immersion in video games and offers an analysis of placeness in Coffee Talk (Toge Productions, 2020) and Coffee Talk Episode 2: Hibiscus & ... -
The Duality of Cozy Games: Cozy Agency, Neoliberalism, and Affect
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27)Cozy games can be thought of both as indoctrination into, and escapism from, anxieties caused by neoliberal ideology underpinning the late-capitalist apparatus championing productivity, progress, and quantifiable result ... -
Edukacyjne gry wideo w perspektywie kulturotwórczej na przykładzie serii „Komputerowej Gratki 3D”
(Wydawnictwo Uniwersytetu Łódzkiego, 2023-12-30)The article is an attempt to analyze a hitherto undescribed series of educational digital games for children „Komputerowa Gratka 3D” (Egmont Polska 2006– 2010) in terms of their cultural functions. For this purpose, the ... -
El Presidente doświadcza. Mechanizmy kapitalizowania produktywności graczy w seriach „Tropico”, „Torchlight” oraz Diablo”
(Wydawnictwo Uniwersytetu Łódzkiego, 2015)In popular economic discourse, productivity is the ratio of the value of manufactured goods to the initial input. In games, the input can be placed on the players’ side: players invest their time, financial resources, ... -
An Experiential Comparative Tool for Board Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)In the field of game studies, contemporary board games have until now remained relatively unexplored. The recent years have allowed us to witness the emergence of the occasional academic texts focusing on board games – ... -
Feeling the narrative control(ler): Casual art games as trauma therapy
(Wydawnictwo Uniwersytetu Łódzkiego, 2022-11-21)Through a combination of aesthetics and game mechanics, casual art games offer unique engagements with trauma, allowing players to practice grief or empathise with the traumatic experiences of others. Both “Spiritfarer” ... -
„Flâneur” w piaskownicy – o doświadczeniu nawigowalnej przestrzeni w grach komputerowych
(Wydawnictwo Uniwersytetu Łódźkiego, 2014)Spatiality of computer games is one of the most important features that affect the way they are received by the players. That is why it becomes a common subject of discussion among researchers involved in analyzing the ... -
Game Engine Conventions and Games that Challenge them: Subverting Conventions as Metacommentary
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)Consumer-grade game engines such as Multimedia Fusion and RPG Maker have dramatically extended the reach of digital games as a medium. They have also spawned online communities, where conventions and canons of using these ... -
„Gamebook” wzbogacony literacką przeszłością – analiza gry paragrafowej „Dziady część V. Dziady, które nie spieprzają” autorstwa Mikołaja Kołyszki
(Wydawnictwo Uniwersytetu Łódzkiego, 2023-12-28)This article addresses issues showing the interconnectedness of the postmodern categories of pastiche and parody in relation to gamebooks. The first part of the text is a cross-section of the most important theoretical ... -
Gamedec. UKW in IGDA Curriculum Framework
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)Launched in October 2013, GAMEDEC: game studies Design is a specialisation track within the 2nd Gen Humanities (aka Humanities 2.0) 3-year BA programme at Kazimierz Wielki University (UKW) in Bydgoszcz, Poland. The ... -
Genologia lingwistyczna a badania nad komentarzem e-sportowym (problemy metodologiczne)
(Wydawnictwo Uniwersytetu Łódzkiego, 2018-11-22)Video games are a crucial part of contemporary reality. Their popularity has contributed to the appearance of the esports scene, and thus to the emergence of a new media genre: the esports commentary. In this paper I apply ... -
Getting Cozy with the Zombie Apocalypse: The Saferoom as Capitalist Breakroom in "Left 4 Dead" and "Back 4 Blood"
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)This article considers how players experience coziness inside t h e saferooms of Left 4 Dead, Left 4 Dead 2, and Back 4 Blood, which are ot herwise high-demand, fast-paced first-person shooter zombie games. Pairing Agata ... -
Gra w utratę kontroli. Słaba podmiotowość, kwestionowanie racjonalności i problematyzowanie utożsamienia w narracyjnych grach komputerowych
(Wydawnictwo Uniwersytetu Łódźkiego, 2014)The article diagnoses prevalent tendencies in game design and styles of play, positioning players as strong, active, rational, and extraordinary characters able to change the world around them; embodying the logic of ... -
Gram, więc jestem. Instancja autorska a konwencja „let’s play” w serii „File System Aging” Roberta Florence’a
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)The aim of this article is to analyse let’s play not only as entertaining act of communication but also as an eclectic one which can make games exceed themselves. Let’s play as a method of game critique has developed some ... -
Gry farmerskie utrzymane w estetyce cozy jako fantazmat marzeń o prostym życiu
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)The article is devoted to the trend of farm games, which can be described using the aesthetics of cozy / “coziness”. The countryside life they create is based on cultural phenomena (mainly slow cinema and idyllic images ... -
Gry jako moralne laboratorium. Gamifikacja dylematów moralnych bezzałogowych samochodów
(Wydawnictwo Uniwersytetu Łódzkiego, 2018-11-22)The aim of this paper is to identify potential dangers and benefits of investigating moral intuitions about the autonomous vehicles (AVs), using gamified research tools. We argue that computer games facilitate constructing ...