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Content available Media Literacy in Digital Games
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EN
The article focuses on aspects of media literacy in digital games and seeks to answer the question whether digital games can develop players' media competences and, if so, in which areas. The article points out the positive aspects of the player's immersion in digital games as a way to develop competencies without the player realizing it. Through a qualitative content analysis with a focus on media competences, it offers an extensive list of games and the competences found in them. The research included 32 digital games from 1997 to 2022. The decisive criterion was the presence of any media in the game (print, radio, television, internet, advertising, music, etc.) with which the player can interact – i.e. use them (read, listen, watch) or create other media products through them. At the same time it distinguishes between the use of media as a supplementary or entertainment element in games and media work as a direct determinant of the further development of the story or gameplay. The article concludes that digital games can indeed teach media competence without the player realising it, but that this has its limits.
EN
This paper highlights the manner in which contemporary psychological horror games rely on repetitive storylines and plot twists, resulting in predictability of new titles, and the way in which this negatively affects immersion and players' emotional investment. Through examining the game Blair Witch (2019) developed by Polish studio Bloober Team, and its inclusion of an animal companion, the article demonstrates how shifting the players' affective identification from the avatar to the companion character can cause the players to overlook the shortcomings of the game. At the same time, by juxtaposing Blair Witch with other similar digital game texts, the paper showcases how linearity and reliance on predictable tropes in a game can be masked by the effective inclusion of an interesting companion with appropriate mechanics.
EN
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.
EN
The intention of the study is to highlight the interrelationships between the operation of gaming principles and contemporary media culture. The authors analyze game principles as defined and conceptualized by R. Caillois in his work. They formulate a premise according to which individual game principles can also be identified in contemporary media production, especially in cinema and digital games. They are present in the choice of preferred media topics and in the discourse of creative approaches of media creators. Gaming principles are based on fundamental human qualities that dominate during play. That is, they are an anthropological issue and have had a culture-making function. Although mimicry is the most dominant gaming principle within media production, other gaming principles, namely agon, alea, and illinx, are also found in particular genres and formats. The authors argue that contemporary media culture is shaped by the coordinates of game principles as well as by the mental settings of the people existing in the contemporary Euro-Atlantic civilizational circle. This environment creates a person craving for entertaining media genres. These provide them with enormous emotional excitement and transitions into another dimension of life, into a playful media reality.
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