Easter eggs are a well-known and popular phenomenon throughout the whole of pop culture, and the interactive nature of digital games unleashes the full potential of their implementation, as well as integrating them into the gamers’ experience. The study focuses on Easter eggs in digital games from a structural point of view to understand them on the fundamental text level. With this aim, the analysis consists of applying Genette’s textual transcendence to a specific digital game, The Talos Principle. The paper represents part of the introductory theoretical framework to the following research on comprehensive Easter eggs’ classification.
Advergames have been appearing alongside digital games since the very beginning. Although they had been originally created as marketing tools, their gaming nature has made from them an important part of digital-gaming industry heritage. At the same time, advergames, which persisted over time, may represent significant advantages for the brands they promote. The aim of the study is an examination of advergames’ timelessness based on a theoretical framework and a qualitative-quantitative content analysis of advergames released across their history up to 2000, taking into account aspects of both digital games’ and advertising timelessness. Besides general popularity, archetypal character, current playability and preservation, the analysis also focuses on the advergame design and brand implementation forms.
E. Aarseth presents the concept that there are two levels of text within digital games: texton, a text existing in the form of text as game code, a source, an essence of the digital game’s being; and scripton, a text presented to gamers on screens (or other display devices) through a traversal function.
Since 2001, Cortana has originally been a fictional non-playable character (NPC) appearing in Microsoft’s game series flagship, Halo1, specifically in games in which Master Chief is the main protagonist, and considered one of the most important parts of the entire franchise storyline.
Since 1972, he has worked for the Nintendo Company on solar cell technology for the Laser Clay System Shooting project (simulation of shooting with a light weapon developed by Nintendo in 1973) and Beam Gun SP project. Due to the growing demand for development, he was in charge of the management of the Research & Development 2 Division in´ which they worked on the development of several hardware devices such as games for colour televisions, Nintendo Family Computer (Famicom), Nintendo Entertainment System (NES), Super Nintendo Entertainment System or BS-X Satellaview. Uemura and his group were responsible for a wide range of hardware and software projects (Donkey Kong, Mario Bros). Since 2004 he has been formally retired but he is still acting as a consultant for Nintendo.
The gaming sector is currently, with about 3 billion gamers worldwide, one of the best developing segments in society, not negatively affected even by the COVID-19 pandemic. As the interest in working in this sector increases, so does the interest in higher education in this field. Although the first steps in establishing game studies on the academic grounds date back to the 1980s, this study field institutionalization beginnings can be talked about since 2000 with occurring the ludology definition and the emergence of the first game-oriented scientific journals. Despite the difficult start, in the present, studying digital games is not so limited, partial as well as full degree study programs appear at universities all around the world, but high school graduates are often not aware of these options, even in their nearest surroundings. The study aims to identify the level of awareness of the possibilities within higher education in the field of digital game studies and to determine the attitudes of potential future university students to this field of education in Slovakia that in recent years has significantly eliminated the gap between the level of the Slovak and the Western (or world) gaming sector after the fall of the Iron Curtain. In the study, the authors respond to the three main problems via research completed with a representative sample of respondents. Data show that the level of awareness about these study options if is insufficient, but not lower than the awareness about other study programs. The discovered attitudes are of little consistence and their valency tends from neutral to slightly negative. However, statistics show that respondents perceive the study program of digital gaming as potentially pleasant and at the same time, there is a significant correlation between playing digital games and displaying positive attitudes towards potential studying of the field in the target group.
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.