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W stronę nowej kultury gier komputerowych — od komputeryzacji do smartfonizacji
(Wydawnictwo Uniwersytetu Łódźkiego, 2014)
In this paper the authors focus on the crucial change of thinking about what computer really is, and then attempt to determine the essential elements of new games designed specifically for mobile computers. The authors ...
„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 ...
Rola formy i organizacji tekstu pisanego w akcie kreacji świata gry komputerowej. Na przykładzie Heroes of Might and Magic V: Tribes of the East
(Wydawnictwo Uniwersytetu Łódzkiego, 2021-10-15)
This article is about functions of written text in video game space. It aims to show the true potential of the written text in creating a vision of game in player’s mind and in keeping him immersed. I analyzed text material ...
Motives for Playing Video Games in the Context of Time. Results of Empirical Research
(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 ...
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)
A tale of two Eberts: Videogames and the arbitrariness of meaning
(Wydawnictwo Uniwersytetu Łódzkiego, 2022-09-13)
The article revisits and examines in detail the so-called Ebert debate: an exchange of polemic voices between Roger Ebert, his opponents and supporters, on the issue of the relationship – both actual and potential – between ...
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” ...
O gropowiastkach
(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” ...