Images (Poland)Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.8
Dominika Staszenko-Chojnacka
{"title":"Postklasyczna groza. Przeobrażenia fuzji gatunkowej survival horroru","authors":"Dominika Staszenko-Chojnacka","doi":"10.14746/i.2023.33.42.8","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.8","url":null,"abstract":"\u0000 \u0000 \u0000This 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. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"318 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75931741","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}
Images (Poland)Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.15
Krzysztof M. Maj
{"title":"Otwarty świat i narracja rozproszona w grze Elden Ring studia FromSoftware","authors":"Krzysztof M. Maj","doi":"10.14746/i.2023.33.42.15","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.15","url":null,"abstract":"\u0000 \u0000 \u0000The 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”. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"119 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77317442","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}
Images (Poland)Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.14
M. Felczak
{"title":"Sport elektroniczny i jego medialne interfejsy","authors":"M. Felczak","doi":"10.14746/i.2023.33.42.14","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.14","url":null,"abstract":"\u0000 \u0000 \u0000This 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. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"101 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88986291","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}
Images (Poland)Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.6
Marcin M. Chojnacki
{"title":"Gracz-turysta. Przewodniki po grach i kształtowanie doświadczenia użytkownika","authors":"Marcin M. Chojnacki","doi":"10.14746/i.2023.33.42.6","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.6","url":null,"abstract":"\u0000 \u0000 \u0000The 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. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89546440","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}
Images (Poland)Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.9
Krzysztof Czyżak
{"title":"Motyw podróży w czasie w grach cyfrowych – podstawowe typy mechanik","authors":"Krzysztof Czyżak","doi":"10.14746/i.2023.33.42.9","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.9","url":null,"abstract":"\u0000 \u0000 \u0000This 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. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"43 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81543566","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}
Images (Poland)Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.2
Miłosz Babecki
{"title":"Głęboka dystrakcja jako zasada semiotyczna w społecznie zaangażowanych grach przeglądarkowych o tematyce politycznej","authors":"Miłosz Babecki","doi":"10.14746/i.2023.33.42.2","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.2","url":null,"abstract":"\u0000 \u0000 \u0000This 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. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"20 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84145168","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}
Images (Poland)Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.19
Magdalena Bednorz
{"title":"Wysiłek emocjonalny jako podstawowa zasada miłości (dworskiej). Romans z Anomenem w Baldur’s Gate II","authors":"Magdalena Bednorz","doi":"10.14746/i.2023.33.42.19","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.19","url":null,"abstract":"\u0000 \u0000 \u0000The 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. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"85 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89794904","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}
Images (Poland)Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.12
Mirosław Wobalis
{"title":"Mechanizmy zarządzania emocjami w grach wideo","authors":"Mirosław Wobalis","doi":"10.14746/i.2023.33.42.12","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.12","url":null,"abstract":"\u0000 \u0000 \u0000The 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. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80463448","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}
Images (Poland)Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.3
A. Surdyk
{"title":"Ludologia – naukowe badania gier. Przeszłość, teraźniejszość, przyszłość","authors":"A. Surdyk","doi":"10.14746/i.2023.33.42.3","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.3","url":null,"abstract":"\u0000 \u0000 \u0000The 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. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"69 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86100706","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}
Images (Poland)Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.18
Ewelina Repeć
{"title":"Queerowanie gier AAA na przykładzie serii Assassin’s Creed – możliwości i zagrożenia","authors":"Ewelina Repeć","doi":"10.14746/i.2023.33.42.18","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.18","url":null,"abstract":"\u0000 \u0000 \u0000The 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. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"31 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72534635","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}