Przeglądaj Replay. The Polish Journal of Game Studies według tytułu
Wyświetlanie pozycji 1-20 z 73
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16-bit dissensus: post-retro aesthetics, hauntology, and the emergency in video games
(Wydawnictwo Uniwersytetu Łódzkiego, 2022-07-12)Santiago Zabala reveals a crisis in modern society that perceives a world dominated by oppressive neoliberal ideology as acceptable and unproblematic. He claims that today’s greatest emergency is that we fail to notice ... -
The aesthetics of speedrunning: Performances in neo-baroque space
(Wydawnictwo Uniwersytetu Łódzkiego, 2022-10-25)Speedrunning describes activities related to the development and performance of strategies to complete games quickly, and is a valuable source of historical and technical information, while producing specialized aesthetic ... -
The art presence of videogames
(Wydawnictwo Uniwersytetu Łódzkiego, 2023-01-30) -
Avatars Going Mainstream: Typology of Tropes in Avatar-Based Storytelling Practices
(Wydawnictwo Uniwersytetu Łódzkiego, 2016)Due to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices. The ... -
Beyond Aesthetics: Players, Player-Characters and Interactivity-as-Demand in Cozy Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)Cozy games are often defined by their soft visual design, ambient audio, and low risk gameplay that addresses a range of themes from casual to meaningful. Typically, they also center on simple gameplay in terms of control ... -
Brewing Happiness Design Aspects of Coffee Representation in Cozy Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)This paper examines the way coffee is represented and used in cozy games. As a genre, cozy games are defined by the concepts of safety, abundance, and softness, which together establish a sense of coziness. Coffee, commonly ... -
Brzemię interaktywności – erotyka i seksualność w grach komputerowych
(Wydawnictwo Uniwersytetu Łódźkiego, 2014)Sexuality tends to find its way through all media, video games included. Yet, in-game erotica rarely varies from safe and tamed ways of depicting sexual intercourse typical of other audiovisual media. Something unique for ... -
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 ...