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Postklasyczna groza. Przeobrażenia fuzji gatunkowej survival horroru
Q4 Arts and Humanities Pub Date : 2023-07-03 DOI: 10.14746/i.2023.33.42.8
Dominika Staszenko-Chojnacka
This article provides an introduction to the study of the transformation of the survival horror genre. The author discusses the genre determinants of horror games from the historical perspective, draw- ing particular attention to the moment when the classic survival horror formula emerged. She also describes the changes over the years that led both to the need to update the genre framework and to the division into classic and post-classic horror games. She also analyses the mechanics typical of contemporary productions using horror elements.
本文对生存类恐怖题材的转型研究进行了介绍。作者从历史的角度讨论了恐怖游戏的类型决定因素,特别关注了经典的生存恐怖模式出现的时刻。她还描述了多年来的变化,这些变化导致需要更新类型框架,并将恐怖游戏划分为经典和后经典。她还分析了使用恐怖元素的当代作品的典型机制。
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引用次数: 0
Otwarty świat i narracja rozproszona w grze Elden Ring studia FromSoftware
Q4 Arts and Humanities Pub Date : 2023-07-03 DOI: 10.14746/i.2023.33.42.15
Krzysztof M. Maj
The article Open World and Dispersed Narrative in FromSoftware’s “Elden Ring” tackles a number of design issues associated with open world design in video games. Building upon Tim Ingold’s dis- crepancy of two distinct modes of exploring the reality (wayfaring and trail-following), the author proceeds with analysing how the categories in question might have influenced the design of Elden Ring’s ‘The Lands Between’, which is torn between two different ambitions. One is to create a high fantasy narrative in allotopia, whilst the other is to sustain the principles of procedural rhetoric typical for soulsborne games, well-known for leaning towards a dark fantasy design style both in terms of their aesthetics and narrative content. Consequently, the main goal of this analysis is to propose a potential way of avoiding such inconsequence in open world game design, which is termed here a “ludotopian dissonance”.
FromSoftware的文章《Elden Ring》中的开放世界和分散叙事解决了许多与电子游戏中的开放世界设计相关的设计问题。基于蒂姆·英戈尔德(Tim Ingold)对两种不同的探索现实模式(徒步旅行和跟随小径)的差异,作者继续分析了所讨论的类别如何影响了埃尔登环(Elden Ring)的“之间的土地”(the Lands Between)的设计,这是两种不同的野心之间的分歧。一种是在allotopia中创造高幻想叙事,而另一种则是维持《灵魂之源》中典型的程序修辞原则,即在美学和叙事内容上都倾向于黑暗幻想设计风格。因此,本文分析的主要目标是提出一种在开放世界游戏设计中避免这种不合理现象的潜在方法,即所谓的“乌托邦不和谐”。
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引用次数: 0
Sport elektroniczny i jego medialne interfejsy
Q4 Arts and Humanities Pub Date : 2023-07-03 DOI: 10.14746/i.2023.33.42.14
M. Felczak
This paper provides an overview of changes on the electronic sports information circuit in the period from 2012 to 2022. The research here focuses on visual components of e-sports events, especially games’ GUIs and interactive elements of the digital platform interfaces that provide technological scaffolding for e-sports broadcasts (such as Twitch). The analysis is conducted from the software studies perspective, with the StarCraft franchise as a chief example of the phenomena assessed in the paper. The findings presented in this study stem from the juxtaposition of divergent modes of interaction between the viewers, players and e-sports media professionals, which are subsequently confronted with the computational rules of e-sports games’ mechanics.
本文对2012 - 2022年电子竞技信息线路的变化进行了概述。这里的研究重点是电子竞技赛事的视觉组件,特别是游戏的gui和数字平台界面的交互元素,这些元素为电子竞技广播(如Twitch)提供了技术脚手架。本文从软件研究的角度进行分析,并以《星际争霸》系列作为本文所评估的现象的主要例子。本研究的发现源于观众、玩家和电子竞技媒体专业人员之间的不同互动模式的并置,这些模式随后面临着电子竞技游戏机制的计算规则。
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引用次数: 0
Gracz-turysta. Przewodniki po grach i kształtowanie doświadczenia użytkownika
Q4 Arts and Humanities Pub Date : 2023-07-03 DOI: 10.14746/i.2023.33.42.6
Marcin M. Chojnacki
The article addresses the issue of the gamer-tourist. The author discusses it from the perspective of a specific reception attitude, consisting in transferring behaviours and expectations typical of virtual tourism to gameplay. The article also takes a closer look at the issue of guides targeted at gamers, specific paratexts that can shape the user experience by formatting the vision of gameplay.
这篇文章讨论了玩家游客的问题。作者从一种特定的接受态度的角度来讨论它,即将虚拟旅游的典型行为和期望转移到游戏玩法中。本文还深入探讨了针对玩家的指南问题,即能够通过格式化游戏玩法愿景来塑造用户体验的特定文本。
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引用次数: 0
Motyw podróży w czasie w grach cyfrowych – podstawowe typy mechanik
Q4 Arts and Humanities Pub Date : 2023-07-03 DOI: 10.14746/i.2023.33.42.9
Krzysztof Czyżak
This article is an attempt to describe the ways in which the theme of time travel functions in video games. The text presents the two most common types of incorporating time travel into game mechanics. In the first type, an avatar has the ability to manipulate gameworld time. In the second case, time travel is simulated by a transfer of the avatar into a different game area. The article constitutes a step towards more advanced research on time travel in video games.
本文试图描述时间旅行主题在电子游戏中的作用。本文介绍了将时间旅行融入游戏机制的两种最常见类型。在第一种类型中,角色拥有操纵游戏世界时间的能力。在第二种情况下,时间旅行是通过将角色转移到不同的游戏区域来模拟的。这篇文章对电子游戏中的时间旅行进行了更深入的研究。
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引用次数: 0
Głęboka dystrakcja jako zasada semiotyczna w społecznie zaangażowanych grach przeglądarkowych o tematyce politycznej
Q4 Arts and Humanities Pub Date : 2023-07-03 DOI: 10.14746/i.2023.33.42.2
Miłosz Babecki
This study presents an analysis of the pattern of communication between developers of socially engaged browser games with political themes and their players. This pattern involves a multilevel disruption of the message carried by the game medium and its construct. The solution is being used by the creators to show and comment on the causes and manifestations of negative processes related to politicians and politics and also having a negative impact on social, economic and cultural issues in their countries. In the course of the analysis, its author considers 141 browser games, originating from 23 countries around the world. Their creators made them between 2000 and 2022, and placed them in publicly accessible portals, offering access to online games via a web browser.
本文分析了具有政治主题的社交网页游戏开发者与玩家之间的交流模式。这种模式包含了对游戏媒介及其结构所承载的信息的多层次破坏。创作者正在使用该解决方案来展示和评论与政治家和政治有关的负面过程的原因和表现,并对其国家的社会、经济和文化问题产生负面影响。在分析过程中,作者分析了来自全球23个国家的141款网页游戏。它们的创造者在2000年至2022年间制作了它们,并将它们放置在可公开访问的门户网站上,通过网络浏览器提供在线游戏访问。
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引用次数: 0
Wysiłek emocjonalny jako podstawowa zasada miłości (dworskiej). Romans z Anomenem w Baldur’s Gate II
Q4 Arts and Humanities Pub Date : 2023-07-03 DOI: 10.14746/i.2023.33.42.19
Magdalena Bednorz
The article undertakes an analysis of the only romantic plot for a female character in Baldur’s Gate II: Shadows of Amn, namely the romance with Anomen, one of the player character’s potential companions. The analysis focuses primarily on how this romance adapts themes of courtly love to the poetics of the digital game medium. Courtly love is treated here not as a realistically depicted medieval tradition but rather as an established pop-cultural reference to the literature of the period, and as an element of contemporary depictions of the Middle Ages, often serving as a way to present contemporary themes and beliefs. The analysis therefore aims to explore how the theme can be employed to reproduce contemporary patterns of romantic relationships within a game, and in the case of Anomen, how it reproduces patterns of unequal emotional labor in heterosexual relationships. The article thus seeks to show how digital games can function as tools of cultural discourse of love by implementing certain patterns of romantic love through their specific means of expression.
本文分析了《Baldur’s Gate II: Shadows of Amn》中女性角色的唯一浪漫情节,即与玩家角色的潜在伴侣之一Anomen的浪漫情节。分析主要集中在这段罗曼史是如何将宫廷之爱的主题融入到数字游戏媒介的诗学中。在这里,宫廷爱情并不是现实主义描绘的中世纪传统,而是作为一个既定的流行文化参考时期的文学,作为中世纪当代描绘的一个元素,经常作为一种方式来呈现当代主题和信仰。因此,分析的目的是探索如何利用这一主题再现游戏中的当代浪漫关系模式,以及在《Anomen》中,它如何再现异性关系中不平等的情绪劳动模式。因此,本文试图展示数字游戏如何通过特定的表达方式实现浪漫爱情的特定模式,从而成为爱情文化话语的工具。
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引用次数: 0
Mechanizmy zarządzania emocjami w grach wideo
Q4 Arts and Humanities Pub Date : 2023-07-03 DOI: 10.14746/i.2023.33.42.12
Mirosław Wobalis
The article discusses issues related to the mechanisms of managing player emotions in video games. The author presents and indicates researchers’ main findings regarding emotions and their role in human life but also the basic functions of emotions in art and video games. Games are described as a medium characterized by communicative feedback between a human (player) and a machine (game), resulting in the occurrence of strong emotional impulses during the act of playing. The article refers to and interprets research on emotional reactions while playing video games and indicates the role of emotions in the marketing positioning of games.
本文将讨论电子游戏中管理玩家情感机制的相关问题。作者介绍并指出了研究人员关于情感及其在人类生活中的作用的主要发现,以及情感在艺术和电子游戏中的基本功能。游戏被描述为一种以人类(玩家)和机器(游戏)之间的交流反馈为特征的媒介,导致在游戏行为中出现强烈的情感冲动。本文引用并解读了关于玩电子游戏时情绪反应的研究,指出了情绪在游戏营销定位中的作用。
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引用次数: 0
Ludologia – naukowe badania gier. Przeszłość, teraźniejszość, przyszłość
Q4 Arts and Humanities Pub Date : 2023-07-03 DOI: 10.14746/i.2023.33.42.3
A. Surdyk
The aim of the article is to present similarities and differences in the approaches to the field of ludol- ogy (also known as games research, game studies) in Poland and abroad, on the basis of an analysis of publications and papers presented at conferences of two representative contemporary academic ludological associations – the Polish Polskie Towarzystwo Badania Gier (Games Research Associa- tion of Poland), and the Digital Games Research Association. The achievements of these societies are comparable because of their similar period of activity. The subject of the analysis is the scope of research declared by both associations, the topics of papers presented at international academic conferences organised by them, and the topics of articles occurring in their publications. For the purposes of the analysis, two crucial categories concerning games of all types have been introduced to enable further study of selected texts: the distinction between digital and non-digital games – the former ones refer to electronic games of all types (requiring electricity and based on electronics), and the latter, to any other kinds of games (in some cases also requiring electricity but not electronics). In the analysis, four main thematic categories of papers and articles have been established: (1) texts concerning research in the sphere of digital games, new technologies, new media and related phenomena; (2) texts concerning research on non-digital games and related phenomena; (3) texts concerning other aspects of games and ludology including research on non-specific kinds of games or, quite contrary, concerning different types of games (digital and non-digital) in a particular approach (e.g. educational aspects), methodology of games research, issues common to all games (e.g. players, gameplay, winning/ losing etc.); (4) reviews, reports, forewords, introductory articles and lectures, texts on outstanding scholars etc. The aim of the quantitative analysis is to show the proportions of research devoted to digital games and other issues concerning games research carried out by Polish and foreign ludologists.
本文的目的是通过分析两个具有代表性的当代游戏学学术协会(波兰游戏研究协会和数字游戏研究协会)的出版物和论文,来呈现波兰和国外游戏学(也称为游戏研究)领域的异同。这些社会的成就具有可比性,因为它们的活动时期相似。分析的主题是两个协会宣布的研究范围,他们组织的国际学术会议上发表的论文的主题,以及他们出版物中出现的文章的主题。为了分析的目的,引入了关于所有类型游戏的两个关键类别,以便进一步研究选定的文本:数字和非数字游戏之间的区别-前者指的是所有类型的电子游戏(需要电力和基于电子设备),后者指的是任何其他类型的游戏(在某些情况下也需要电力但不需要电子设备)。在分析中,论文和文章主要分为四个主题类别:(1)关于数字游戏、新技术、新媒体和相关现象领域的研究文本;(2)非数字游戏及相关现象研究文本;(3)有关游戏和游戏学的其他方面的文本,包括对非特定类型游戏的研究,或者相反,以特定方法(如教育方面),游戏研究方法,所有游戏的共同问题(如玩家,玩法,输赢等)研究不同类型的游戏(数字和非数字);(四)评论、报告、前言、介绍性文章、讲座、杰出学者著作等。定量分析的目的是显示波兰和外国游戏学家对数字游戏和其他游戏研究问题的研究比例。
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引用次数: 0
Queerowanie gier AAA na przykładzie serii Assassin’s Creed – możliwości i zagrożenia
Q4 Arts and Humanities Pub Date : 2023-07-03 DOI: 10.14746/i.2023.33.42.18
Ewelina Repeć
The article is, fundamentally, cross-sectional. As its subject, the author chose the most recent installments of the Assassin’s Creed franchise – two digital games, Odyssey (2018) and Valhalla (2020) by Ubisoft. This analysis focuses mainly on the representation of minorities, especially the queer one. It also studies female characters and Ubisoft’s marketing strategies. The main goal of the article is to point out certain possibilities which arise due to the ongoing process of increased inclusivity, as well as potential dangers stemming from underrepresentation. Digital games have unique potential and can provide opportunities to explore one’s own identity. On the other hand, inappropriate creative strategies may result in a danger of perpetuating and strengthening harmful stereotypes. Therefore, it is equally important for developers and consumers alike to eliminate potentially detrimental elements in video games and attempt to build an inclusive and prejudice-free medium.
从根本上说,这篇文章是横断面的。作为主题,作者选择了刺客信条系列的最新部分——两款数字游戏,育碧的《奥德赛》(2018)和《英灵殿》(2020)。这一分析主要集中在少数群体的表现,尤其是酷儿群体。它还研究了女性角色和育碧的营销策略。本文的主要目的是指出由于正在进行的增加包容性的过程而产生的某些可能性,以及由于代表性不足而产生的潜在危险。数字游戏具有独特的潜力,可以提供探索自我身份的机会。另一方面,不适当的创造性策略可能导致有害的陈规定型观念延续和加强的危险。因此,对于开发者和消费者来说,消除电子游戏中潜在的有害元素并尝试创造一个包容且无偏见的媒体是同样重要的。
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引用次数: 0
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Images (Poland)
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