Replay. The Polish Journal of Game Studies最新文献

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Computer games as a subject of psychological research – negative and positive aspects of gaming 作为心理研究课题的电脑游戏--游戏的消极和积极方面
Replay. The Polish Journal of Game Studies Pub Date : 2023-12-28 DOI: 10.18778/2391-8551.09.02
Monika Paleczna
{"title":"Computer games as a subject of psychological research – negative and positive aspects of gaming","authors":"Monika Paleczna","doi":"10.18778/2391-8551.09.02","DOIUrl":"https://doi.org/10.18778/2391-8551.09.02","url":null,"abstract":"Computer games are an interactive form of entertainment that is popular with younger and younger players. Therefore researchers are actively seeking information on the consequences of pursuing this type of pastime. At the beginning, the researchers’ attention was focused mainly on the negative aspects of gaming. Nowadays, more and more benefits related to this activity are being indicated. In 2014, Granic, Lobel and Engels published an article on the benefits of playing computer games. The researchers focused on four areas: cognitive, motivational, emotional, and social. They wanted to inspire new research on mental health benefits of gaming by pointing to various research reports they selected. This paper aims to present the research directions explored in recent years by researchers who strive to describe the positive and negative consequences of gaming. I present the main directions and examples of research in these areas, highlighting the ambiguity of the current results. Problematic areas related to gaming include aggression and violence, addiction, weakening of social relations, experiencing undesirable emotions, sexualization, racial prejudice, and racial discrimination. The indicated opportunities and benefits are the strengthening of cognitive, motor, emotional, and social competences.","PeriodicalId":352676,"journal":{"name":"Replay. The Polish Journal of Game Studies","volume":"47 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139152165","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
„Gamebook” wzbogacony literacką przeszłością – analiza gry paragrafowej „Dziady część V. Dziady, które nie spieprzają” autorstwa Mikołaja Kołyszki 文学作品丰富了 "游戏书 "的内涵--分析段落游戏 "Dziady 第五部分:不搞砸的 Dziady"(Mikołaj Kołyszka著)。不搞砸的 Dziady》,作者:Mikołaj Kołyszka
Replay. The Polish Journal of Game Studies Pub Date : 2023-12-28 DOI: 10.18778/2391-8551.09.03
Julia Sowa
{"title":"„Gamebook” wzbogacony literacką przeszłością – analiza gry paragrafowej „Dziady część V. Dziady, które nie spieprzają” autorstwa Mikołaja Kołyszki","authors":"Julia Sowa","doi":"10.18778/2391-8551.09.03","DOIUrl":"https://doi.org/10.18778/2391-8551.09.03","url":null,"abstract":"Artykuł porusza zagadnienia ukazujące powiązania postmodernistycznych kategorii pastiszu i parodii w odniesieniu do gier paragrafowych. Pierwsza część tekstu stanowi przekrój najważniejszych kwestii teoretycznych dla późniejszej analizy paragrafówki, zaczynając od przedstawienia jej definicji, najpopularniejszych gatunków, a także podstawowego podziału gier. W związku z problematyką gamebooków zwracam również uwagę na zwiększającą się intermedialność współczesnych utworów, a także znaczenie drugoosobowej narracji. Wspominam również o gatunku gier artystycznych (art games) oraz krótko przytaczam twórczość jednej z ich przedstawicielek – Anny Anthropy. Następnie omawiam postmodernistyczne kategorie pastiszu i parodii wraz z ich znaczeniem w zestawieniu z relacją przeszłość-teraźniejszość. W kontekście parodii wspominam również o podziale Gérarda Genette’a na transtekstualne odniesienia między utworami. Wszystkie wymienione zagadnienia znajdą odniesienie podczas analizy gry paragrafowej stanowiącej „półoficjalną” kontynuację Mickiewiczowskich Dziadów łączących parodystycznie ujętą kulturę ludową ze współczesnymi elementami nowych mediów.","PeriodicalId":352676,"journal":{"name":"Replay. The Polish Journal of Game Studies","volume":"75 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139151997","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Recenzja książki Joanny Pigulak „Gra w film. Z zagadnień relacji między filmem i grami wideo”, Universitas, Kraków 2022 Joanna Pigulak 的著作《Playing film.Z zagadnień relacji między filmem i gry wideo》,Universitas,克拉科夫,2022 年
Replay. The Polish Journal of Game Studies Pub Date : 2023-12-28 DOI: 10.18778/2391-8551.09.04
Katarzyna Prajzner
{"title":"Recenzja książki Joanny Pigulak „Gra w film. Z zagadnień relacji między filmem i grami wideo”, Universitas, Kraków 2022","authors":"Katarzyna Prajzner","doi":"10.18778/2391-8551.09.04","DOIUrl":"https://doi.org/10.18778/2391-8551.09.04","url":null,"abstract":"","PeriodicalId":352676,"journal":{"name":"Replay. The Polish Journal of Game Studies","volume":"7 13","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139148649","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
(Post)pandemic academia, or rising from the ashes (大流行后的学术界,或从废墟中崛起
Replay. The Polish Journal of Game Studies Pub Date : 2023-12-28 DOI: 10.18778/2391-8551.09.01
Filip Jankowski
{"title":"(Post)pandemic academia, or rising from the ashes","authors":"Filip Jankowski","doi":"10.18778/2391-8551.09.01","DOIUrl":"https://doi.org/10.18778/2391-8551.09.01","url":null,"abstract":"","PeriodicalId":352676,"journal":{"name":"Replay. The Polish Journal of Game Studies","volume":"226 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139152713","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The art presence of videogames 电子游戏的艺术表现
Replay. The Polish Journal of Game Studies Pub Date : 2023-01-30 DOI: 10.18778/2391-8551.08.00
A. Prokopek
{"title":"The art presence of videogames","authors":"A. Prokopek","doi":"10.18778/2391-8551.08.00","DOIUrl":"https://doi.org/10.18778/2391-8551.08.00","url":null,"abstract":"","PeriodicalId":352676,"journal":{"name":"Replay. The Polish Journal of Game Studies","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130359666","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
O gropowiastkach
Replay. The Polish Journal of Game Studies Pub Date : 2022-11-21 DOI: 10.18778/2391-8551.08.06
Filip Jankowski
{"title":"O gropowiastkach","authors":"Filip Jankowski","doi":"10.18778/2391-8551.08.06","DOIUrl":"https://doi.org/10.18778/2391-8551.08.06","url":null,"abstract":"Niniejszy artykuł proponuje wprowadzenie nowej kategorii opisującej część gier cyfrowych – „gropowiastek” – na podobieństwo literackich powiastek filozoficznych. Za punkt wyjścia autor przyjmuje zaproponowane przez Tomasza Z. Majkowskiego określenie „gropowieści”, odnoszące się przeważnie do gier bogatych znaczeniowo i pozostawiających graczowi spory margines swobody. W przeciwieństwie do gropowieści, w gropowiastkach z góry ustalona jest kolejność zarówno pokonywania wyzwań, jak i toku opowiadania; wizja świata – zgodna z założoną przez twórców tezą. W pojęciu gropowiastek można zawrzeć przykładowo gry przygodowe, autobiograficzne, dziennikarskie i „symulatory chodzenia”. Tak więc proponowane pojęcie pozwoliłoby zakwestionować sztywny podział oprogramowania ludycznego na „gry” i „nie-gry” oraz łatwiej włączyć je w dyskurs artystyczny.","PeriodicalId":352676,"journal":{"name":"Replay. The Polish Journal of Game Studies","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121859711","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Feeling the narrative control(ler): Casual art games as trauma therapy 感受叙事控制:休闲艺术游戏是一种创伤疗法
Replay. The Polish Journal of Game Studies Pub Date : 2022-11-21 DOI: 10.18778/2391-8551.08.07
Hailey J. Austin, L. Cooper
{"title":"Feeling the narrative control(ler): Casual art games as trauma therapy","authors":"Hailey J. Austin, L. Cooper","doi":"10.18778/2391-8551.08.07","DOIUrl":"https://doi.org/10.18778/2391-8551.08.07","url":null,"abstract":"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” (Thunder Lotus Games 2020) and „Mutazione” (Die Gute Fabrik 2019) utilise similar aesthetics (2D art, pastel colours and calming music) alongside agency-driven gameplay mechanics (choosing when to let spirits go or how to react to a character’s trauma) that create a safe space. This is possible because neither game is competitive, nor does it allow the player to lose. Instead, agency is given to the player through narrative choice and exploration of the beautiful storyworld. We argue that games like “Spiritfarer” and “Mutazione” can be used as models for the further development of casual art games that can be used as art therapy through their emotional connections embedded in both the aesthetics and gameplay.","PeriodicalId":352676,"journal":{"name":"Replay. The Polish Journal of Game Studies","volume":"105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124074599","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The aesthetics of speedrunning: Performances in neo-baroque space 极速赛车的美学:新巴洛克空间中的表演
Replay. The Polish Journal of Game Studies Pub Date : 2022-10-25 DOI: 10.18778/2391-8551.08.05
Emilie Reed
{"title":"The aesthetics of speedrunning: Performances in neo-baroque space","authors":"Emilie Reed","doi":"10.18778/2391-8551.08.05","DOIUrl":"https://doi.org/10.18778/2391-8551.08.05","url":null,"abstract":"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 explorations of a videogame’s environment. Most research on speedrunning emphasizes its metagaming or documentary function. However, speedrunning also changes the aesthetic experience of gameplay, both for players and in spectated performance. Aesthetic investigation informed by art historical perspectives, such as Angela Ndalianis’ theory of the Neo-Baroque and H.S. Becker’s study of Art World formations, offers new insights into the experience of speedrunning and how discontinuous and disjointed simulated space is experienced and appreciated as aesthetic phenomena by players and spectators. While Nidalianis has applied her theory to videogames, among other types of contemporary entertainment, further investigating speedrunning performances through this lens extends her analysis and problematizes the idea of a videogame as a singular aesthetic work, instead drawing attention to alternative aesthetic experiences videogames can offer.","PeriodicalId":352676,"journal":{"name":"Replay. The Polish Journal of Game Studies","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133644224","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Playing distressed art: Adorno’s aesthetic theory in game design 玩痛苦的艺术:Adorno在游戏设计中的美学理论
Replay. The Polish Journal of Game Studies Pub Date : 2022-08-09 DOI: 10.18778/2391-8551.08.04
Benjamin Hanussek
{"title":"Playing distressed art: Adorno’s aesthetic theory in game design","authors":"Benjamin Hanussek","doi":"10.18778/2391-8551.08.04","DOIUrl":"https://doi.org/10.18778/2391-8551.08.04","url":null,"abstract":"The discussion on games as (not) art has been raging for decades without reaching a consensus. It is argued here that the ontological status of games is irrelevant for the perception and development of aesthetic experiences in videogames. Instead, game design should be regarded as ripe to convey the experience of art according  to established aesthetic theories. The essay presents Adorno’s aesthetic theory and highlights its reflections in the games Papers, Please and Observer. It then describes how they were synthesized into a  critical gameplay experience in the author’s game Distressed. The latter may be regarded as an example of a method in game studies in which the aesthetic potential of games is explored by creation rather than analysis. Arguably, this reveals the importance of epistemological approaches  towards games and art instead of the predominant ontological ones.","PeriodicalId":352676,"journal":{"name":"Replay. The Polish Journal of Game Studies","volume":"82 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131138167","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Play the art: Artistic value in video games 玩艺术:电子游戏中的艺术价值
Replay. The Polish Journal of Game Studies Pub Date : 2022-07-14 DOI: 10.18778/2391-8551.08.02
Klaudia Jancsovics
{"title":"Play the art: Artistic value in video games","authors":"Klaudia Jancsovics","doi":"10.18778/2391-8551.08.02","DOIUrl":"https://doi.org/10.18778/2391-8551.08.02","url":null,"abstract":"Playing a game does not mean that we are doing something childish and useless. Using a new technology to express our feelings and raise the awareness of social issues does not mean we cannot call it art. If we go back in time, we can realize that there has always been a resistance to novelty and machines. Sometimes, they were even considered harmful. The same life cycle happens with video games: they are valuable in many ways, they are far more developed than they were twenty years ago, and they have even reached a stage where we can find art in them. But how can they be art? Is the answer in the story or in the audiovisual elements?  ","PeriodicalId":352676,"journal":{"name":"Replay. The Polish Journal of Game Studies","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123527085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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