Browsing by Subject "video games"
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Item type:Thesis, Access status: Restricted , Cyberpunk w grach wideo(Data obrony: 2017-09-18) Dzięgiel, Szymon
Wydział HumanistycznyItem type:Article, Access status: Open Access , Gry a sztuka współczesna. Malarstwo poligonowe i environmental storytelling w instalacji artystycznej(Wydawnictwa AGH, 2025) Nehring, AdamArtykuł opisuje dwie formy relacji między współczesną sztuką i grami wideo. Pierwsza część artykułu dotyczy współczesnego malarstwa, w którym odnaleźć można inspiracje stylistyką cyfrowych poligonów. Część druga stanowi opis podobieństw sposobu przekazywania narracji we współczesnej instalacji artystycznej i w grach wykorzystujących environmental storytelling.Item type:Article, Access status: Open Access , Praktyka grania wśród graczy 50+ w perspektywie etnografii wirtualnej(Wydawnictwa AGH, 2019) Gałuszka, DamianIn this paper, the phenomena of gaming among mature and older people is presented. For the purpose of the main subject of the paper, virtual ethnography research was conducted in 2017, covering two important Internet forums for gamers aged 25 and over: The Older Gamers (TOG) and Senior Gamers (SG). In total, a set of 471 posts was coded, resulting in an in-depth description of five relevant aspects of gaming practice among gamers aged 50+: the general category that consists of basic user traits, their gaming habits, the hardware used to play games, their competences and knowledge related to games and gained during gaming sessions and the role of social environment, especially family. This study is not only novel in that it utilizes the virtual ethnographic approach to the topic of gaming among older and senior people, but also starts a discussion on these phenomena in Polish academic discourse.Item type:Article, Access status: Open Access , The future, the crisis, and the future of »replay story«(Wydawnictwa AGH, 2021) Imbierowicz, Eleonora TeresaThe article explores the notion of <i>replay story</i> by Janet Murray. <i>Replay story</i> – a game telling a story through choices and allowing the player to access all of their outcomes – was supposed to be a step in the process of games becoming the most important narrative medium of a new era. Soon after that, the reasonable critique emerged: not every story can, and should, be told through a <i>replay story</i>. Some, mostly tragic ones, can even be highly controversial if told in such form. However, new ways of storytelling through replay have emerged in recent years: New Game +, multiple routes that influence one another, and games that are conscious of previous playthroughs. Three years ago, Ian Bogost stated that the possibilities of development of narrative games had already been played out, and yet, there still is a chance that <i>replay story</i> can once again be considered a keystone in the evolution of games.Item type:Thesis, Access status: Restricted , Współczesna forma eskapizmu na podstawie reklam gier wideo(Data obrony: 2013-07-25) Kwater, Klaudia
Wydział Humanistyczny
