scholarly journals Game lore — dodatek, podstawa i „granica” supersystemów

2020 ◽  
Vol 25 ◽  
pp. 81-96
Author(s):  
Rafał Kochanowicz

The term “game lore” does not have its exact equivalent in Polish. However, it remains an important manifestation of the reception of computer games. It is also an example of how computer games are initiated or supplemented by entertainment systems operating in the field of popular culture. Research on game lore can provide information that parts of the tradition of man living in times dominated by digital technology, continues to perpetuate and update, and why these, and not others. Basically, one can distinguish three main types of game lore. The first — as a complement to the entertainment superstructure — concerns cases when game developers reach the known universe (for example LOTRO) — and develop the ideas of the author (J.R.R. Tolkien). The second — as the basis of the new supersystem — is associated with the original ideas of programmers who create a new universe (for example, the Warcraft series, The Elder Scrolls). The third example — connect-ed with the evolution of the new universe and the supersystem in new and autonomous lore (for example League of Legend).

2016 ◽  
Vol 13 (3) ◽  
pp. 331-352 ◽  
Author(s):  
Marie-Laure Ryan

Is there room, between the aggressively avant-gardistic, conceptual, often not-to-be-repeated experiments of electronic literature, and the stereotyped or utilitarian narratives of computer games and social media, for new forms of narrative that take advantage of the affordances of digital technology without sacrificing what makes narrative so important for the life of the mind, namely its ability to capture actual or imaginary life experience ? In this presentation I will discuss three digital or semi-digital texts that could fill the gap between the ‘North Pole’ of novelty for novelty's sake and the Tropics of popular culture: the reworking of the tale of ‘Little Red Riding Hood’ in the independent game The Path, the linear, multimodal story Inanimate Alice by Kate Pullinger, and the augmented book Night Film by Marisha Pessl.


Author(s):  
Sevinç GÜLSEÇEN

It is argued that the digital technology has made possible the vast range of applications and media forms including virtual reality, digital special effects, digital film, digital television, electronic music, computer games, multimedia, the Internet, the World Wide Web, digital telephony and so on [8]. Digital transformation has been particularly influential in new directions of society.Providing schools with digital technology promises a high return on investment. The presence of computers and Internet access raises technology literacy and skills, better preparing the future generations to participate in the information society [12]. To this end, schools represent ideal access points because they cover a large part of the population, especially in developing countries. Starting from 1990s, many educators have been realised the potential of Internet for educational purposes and began to introduce it into classrooms. According to [10] the popularity of web-based teaching and learning lies in the strengths of its distributed nature and the case of its browsing facility. Both the use of digital technology and increased interest in student-centered learning may lead to a significant change of the teacher’s role, as well as the recognition of the active role of the learner in the learning process.


2020 ◽  
pp. 83-94
Author(s):  
Łukasz Muniowski

Rick and Morty, one of the most popular presently-airing American TV series, is deeply rooted in popular culture. Each episode is full of allusions and references to other cultural texts, accentuating the show’s own status as a pop cultural text. This article analyzes the third episode of the fourth season of Rick and Morty, “One Crew Over the Crewcoo’s Morty,” using Stefan Schubert’s concept of narrative instability. The episode mocks twist films by introducing a ridiculous number of twists, eventually making the viewer immune to the element of surprise usually brought on by what Schubert understands as unstable moments. In doing so, the episode also emphasizes the overuse of that narrative device in recent decades in films, TV series and video games. “One Crew Over the Crewcoo’s Morty” deconstructs twist films while sticking to the rules of the sub-genre and remaining entertaining in its own right. Instability can pose quite a problem for the showrunners, who usually have to adjust to the norms of serialized storytelling. By using Schubert’s theory of narrative instability to discuss a singular episode of a series, I hope to demonstrate the extent to which this quality has permeated modern storytelling. The episode highlights the effects of over-reliance on narrative instability as a tool, as even the most elaborate form is not enough to make up for the lack of essence. This is exactly what Rick criticizes in the episode, when he states: “stealing stuff is about the stuff, not the stealing.”


The paper presents a Deep learning model for playing computer games with elevated level information utilizing Reinforcement learning learning. The games are activity restricted (like snakes, catcher, air-bandit and so on.). The implementation is progressive in three parts. The first part deals with a simple neural network, the second one with Deep Q network and further to increase the accuracy and speed of the algorithm, the third part consists of a model consisting of convolution neural network for image processing and giving outputs from the fully connected layers so as to estimate the probability of an action being taken based on information extracted from inputs where we apply Q-learning to determine the best possible move. The results are further analysed and compared to provide an overview of the improvements in each methods.


Religions ◽  
2021 ◽  
Vol 12 (9) ◽  
pp. 736
Author(s):  
Jean Marc Barreau

This article proposes to study the changing relationship between religion and the digital continent as a result of the COVID-19 pandemic. To achieve this objective, the paper is divided into three parts. First, it offers an overview of the connection between religion and the digital environment, outlining four possible paradigms of the open relationship between these two worlds. Second, the article discusses the research project undertaken during the COVID-19 pandemic on behalf of the Corporation of Thanatologists of Quebec, focusing on the relationship between delayed funerals and delayed grief. In particular, this article deals with one of the solutions proposed to thanatologists, i.e., the development of a culture of bimodal ritual, both in person and remote, and therefore partly digital. Using this solution as a pointer, religion’s shift toward digital technology in the COVID-19 period is analyzed in the third part of the article. To this end, the four paradigms drawn from the overview are set against the research focus areas resulting from the solution proposed to the Corporation of Thanatologists.


Author(s):  
Chad Seales

This chapter addresses the fascinations of Protestants with certain “relics” of racial, political, and communal violence. In contrast to Catholicism, blatant Protestant relics are rare. While the ones they have are significant, there are not enough of them to comprise a Protestant tradition of devotional use of relics. However, there are southern Protestants who have had two major sources of relics as understood as the sacred remains of the dead: those produced by death in the Civil War and those made through the lynching deaths of African Americans. There are three possible options for the presence and persistence of religious relics in popular culture. The first is the importance of religious relics to subcultural memory. The second is the significance of religious relics to the cultural production and ritual construction of racial difference. The third is the power of those relics to resurface and strain against historical amnesia.


2020 ◽  
Vol 161 ◽  
pp. 01028 ◽  
Author(s):  
N V Vasilenko ◽  
A J Linkov ◽  
O V Tokareva

Clustering of services in the conditions of digital economy development is considered as a way of their integration with the purpose of increasing customer satisfaction, as well as that of strengthening the competitive position of service organizations based on the promotion of green consumption. Services are clustered with the aim of satisfying one main or several interconnected needs of individuals or businesses taking into account the degree with which the consumer influences the process of service delivery. This paper demonstrates how clustering of services can be used to solve sustainability problems. It is shown that digital technologies allow the service provider to customize a service to fit the needs and requirements of a particular consumer within the first type of clustering in the service sector, and they are also included in the service support of the main service within the second type of clustering. Moreover, these technologies have their own value for the consumer within the third type of clustering and provide tools for the fourth type of clustering. In general, digitalization promotes technologization and cooperation in service clusters. The authors suppose that further research can be done into how the types of clustering mentioned manifest themselves in different industries.


Author(s):  
Dominika Skubida

This paper focuses on the problem of social legitimization of eSport in the context of traditional sports. Its objective is to investigate knowledge and attitudes towards eSports, as well as their recognition as legitimate sports. The first part of the paper consists of the definition and differentiation between eSport and eSports. The second part provides an analysis of various definitions of sport and comparison of main qualities of eSport and sport. The third part includes identification of the most problematic features of eSports in public opinion and their analysis.


E-methodology ◽  
2019 ◽  
Vol 5 (5) ◽  
pp. 84-99
Author(s):  
Michał Szymański

Aim. The aim of the research is to show the applications of art reception in computer games. Moreover  it is important  to show  the game as a visual object worth to analysis for art historian, because of complex structure and relations with traditional artistic media like architecture and painting. Many disciplines, like ludology, narratology and culture study research computer games, but we can see a  large lack in the  state of research in visual aspects of games, which should be supplemented.  Methods. The subject of study are five games belonging to different game genres. The first, Assasin’s Creed II is set in a  historical context, the next Witcher III and Dark Souls embedded in the realities of fantasy and finally, two games  in an  independent games category. The basic method is iconographic identification of  the object and comparative difference and similarity between original source of inspiration and transposition of  this in computer media. Therefore basic tools gained from history of art are used, which are necessary for visual analysis of a  piece of art. Also important is notion of  a commonplace forming a frame for images from different media.  Results. Indicated examples show that classic art has a strong influence on numerous computer games. The citations and allusions from art brings an additional narration completing the story in the game. Objects of architecture or paintings  also give  symbolic meanings, influencing the interpretation of the whole game. Game developers oscillate between education in the history of art and the use of these references to create your own world.  Conclusion. The examples presented in the article are only part of the rich area of art inspirations that can be found in many games. This should become a contribution to further research, not only taking into account the indicated types of references, but also the visuality of the games themselves The visual complexity of the games would require separate, more extensive research that would bring a lot into the perception of games and researching them


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