Przeglądaj Replay. The Polish Journal of Game Studies według tytułu
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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 ... -
Gry komputerowe jako dziedzictwo kulturowe
(Wydawnictwo Uniwersytetu Łódźkiego, 2014)The aim of the article is to discuss the challenges of computer games preservation as a cultural heritage, focusing on the Polish perspective. Computer games are predominantly perceived as ‘new media’, despite the fact ... -
Gry przytulne i opór poprzez troskę
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27) -
Idle Games: A Cozy Genre Turned Exploitative
(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
(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
(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
(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. ...