scholarly journals Społeczne wzory konsumpcji a orientacje aksjologiczne pracowników wrocławskiego sektora kultury i produkcji gier wideo w świetle badań własnych

2019 ◽  
Vol 9 ◽  
pp. 45-57
Author(s):  
Szymon Pilch

Social consumption patterns and the axiological system of Wroclaw’s producers of culture and video games: The context of empirical research  The discussion regarding the research on social values remains valid ever since the beginning of sociology as a science. Although the category itself has a flawed analytical nature, it is still regarded as one of the most effective tools in empirical research. The aim of the article is to focus on the re­lation binding together the structural placement of the workers employed in the culture and video game economy; the foundation of the worker’s axiological system and the social consumption pat­terns followed by the producers. During the research, three social patterns have been discovered: the “intellectual” pattern manifested by the cultural workers, the “practical” one displayed by the game developers, and a mix of the aforementioned ones — demonstrated by the 3D graphics engineers 

2020 ◽  
Vol 16 (4) ◽  
pp. 85-108
Author(s):  
LUISA JEDWILLAT ◽  
◽  
NATALIA NOWACK ◽  

Over 70 years ago, Theodor W. Adorno and Hanns Eisler philosophized about functional music in their programmatic script Composing for the Films. In spite of all the social criticism that the authors practiced with relish, it was already about the essential—the determination of a meaningful coexistence of synergetically connected art events. With the spread of video games, the question arises again and again: how to combine action and sound without falling prey to Mickey Mousing effect? As one of the youngest branches of music studies, ludomusicology describes a number of musical application scenarios, systematized according to effects and techniques. Their principles are comprehensible—under normal circumstances. With the Karmaflow—The Rock Opera Videogame, however, a project was started that leads to a new configuration between the media: in this game you play, in a manner of speaking, with or against the music itself. Because of its design, Karmaflow deserves to be considered on its own. Additionally, outside the subgroup of “music-based games”, heavy metal music is an exception among video games. The present essay illustrates the specific concept of the game which indeed can be placed in a range between video games and rock operas. The insights gained through (self-) observation are compared with the results of an exploratory survey. The survey was aimed at revealing the influence of sound on the gaming experience. The majority of respondents confirmed the connection between music and gameplay and the effect of musical characterization on some specific decisions. Test subjects, who, due to their preferences, belonged to the target group of game developers, judged differently than the other experiment participants.


Author(s):  
Bartosz Mazurkiewicz ◽  
Magdalena Stefańska

Video games are one of the most popular leisure activities. The multitude of games and ways of playing (individually, in a team, online, offline, etc.) allows players to meet their various needs. Thus, from the point of view of game developers, it becomes important to recognise these needs and adapt the product to the expectations of players. Taking the dynamic development of the video game market into account, it seems significant to recognise the players’ motives for spending their time on playing. Therefore, the aim of the article is to identify the players’ motives in terms of the type of need being met and to find an answer to the question whether there is a relationship between the time spent on games and the motives for playing (does the fact that we play longer change the type of need being satisfied?). The text refers to the results of research conducted in April 2020 on a sample of 2,527 players in Poland. The subjects of the study were people who actively played video games – every day or several times a week.


2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


2017 ◽  
Vol 21 (3) ◽  
pp. 208-232 ◽  
Author(s):  
Ricardo Álvarez ◽  
Fábio Duarte

Spatial design and placemaking are fundamental to create a vibrant urban life, whereas video games are designed primarily for temporary amusement. However, they both share the same essence of creating large-scale artificial environments for human interaction as their fundamental value. Video game developers have been successfully using spatial design tools to create virtual environments to engage players and build narratives, understanding, and appropriating many characteristics of what makes a place tick. In this article, we argue that spatial design and placemaking could learn from video games development, by incorporating features ranging from storytelling and multiple viewpoints to participatory practices and flexible design.


2012 ◽  
Vol 2 (4) ◽  
pp. 1-23
Author(s):  
Rudy McDaniel ◽  
Stephen M. Fiore

This article builds upon earlier research (McDaniel & Fiore, 2010) in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this original work, the authors reviewed contemporary research on identity, cognition, and self in relation to video game environments as well as literature dealing more specifically with ethics and video games. From this literature base and their applied design experiences, the authors offer ten guidelines as best practices to follow for aspiring ethics game developers.


2018 ◽  
Vol 50 ◽  
pp. 01122
Author(s):  
Ekaterina Orekh

The article analyses the results of the exploratory empirical research of children’s video game practice. Based on the analysis of semi-structured interviews, as well as observation diaries on the theme of children’s game socialization, particularly the interaction of children, their peers, parents concerning video games, some conclusions about parenting strategies practiced in contemporary St. Petersburg’s families are made. It was found that the rapid expansion of computer games produces the parent’s fears associated with a lack of understanding of the consequences of the video games impact on children. One of the main results is the conclusion that the parental legitimation of practices is in many ways inherited from and reproduces the Soviet attitudes towards parenting and children. Some statements, such as the 15-minute rule (allowing the use of computer per set), view of a computer as a cause of aggression and alienation, are axiomatized. However, it goes hand in hand with a (neo)liberal rhetoric in relation to the use of a computer.


2020 ◽  
Vol 20 (3) ◽  
pp. 59-68
Author(s):  
M. V. Anfinogenov ◽  
◽  
I. S. Antyasov ◽  

This article covers the video games as a unique phenomenon in the information environ-ment, the development of security technologies and unauthorized access methods since the first video game release until the position of the video game industry in our time. Represented a step change in the interaction systems, the technical features of both hardware and software security which were used by video game developers and companies producing platforms. The analysis of the hacking techniques and methods intended for these protection systems and re-lated global incidents is made. Illustrated the formation and development of security systems of the video game consoles of subsequent generations under the influence of the mistakes and shortcomings in the data security of the prior console generations. The process of centralization and generalization of the user data integrity systems in the modern world is considere


2016 ◽  
Vol 11 (1) ◽  
pp. 17-32 ◽  
Author(s):  
Rhiannon Bettivia

This article extends previous work known as Preserving Virtual Worlds II (PVWII), funded through a grant from the Institute of Museum and Library Services. The author draws on interview data collected from video game developers, content analysis of several long-running video game series, as well as the project’s advisory board and researcher reports. This paper exposes two fundamental challenges in creating metrics and specifications for the preservation of virtual worlds; namely, that there is no one type of user or designated video game stakeholder community, and that significant properties of games cannot always be located in code or platform. The PVWII data serve to explain why existing ideas about preservation of video games are inadequate when games are treated as digital cultural heritage. Preservation specialists need to bind nebulous and dynamic digital objects, a process that is necessary while inherently artificial.  


2021 ◽  
Vol 2 (1) ◽  
pp. 73
Author(s):  
Angga Prawadika Aji

This paper provides an analysis of different form of orientalism found in the third title of the popular Far Cry game series.  The open world system offered by Far Cry 3 brings a new nuance in the discourse of orientalism in video games, especially within the context of military shooter game. It provides both opportunities and challenges for developers to build ‘world’ as real as possible for players to explore. This construction process often reflects the orientalism practices shown by game developers in describing Eastern society and culture. Through a variety of activities such as hunting, exploring, sailing, and killing enemy forces, the player acts as a 'western mediator' who intepret the simulated Eastern world as a strange and mysterious territory.


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