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  1. Gry komputerowe i branża gier a sztuka komiksowa
    Published: 2011
    Publisher:  Poznańskie Towarzystwo Przyjaciół Nauk, Poznań

    Abstract: Growth in popularity of computer (video) games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and... more

     

    Abstract: Growth in popularity of computer (video) games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and artists working on games are often inspired by comic books, as well as they create their licensed adaptations and separate „interactive issues”. On the other hand more and more often we can see comics based on popular games. Study present the areas of agreement, cooperation or dependence like: technologies used to create games and comic books, use of comic books to comment events in the gaming industry and organization of exhibitions or events popularizing the works from both fields

     

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    Source: Union catalogues
    Contributor: Gajewska, Grażyna (Herausgeber); Wójcik, Rafał (Herausgeber)
    Language: Polish
    Media type: Book
    Format: Online
    Other identifier:
    oai:gesis.izsoz.de:document/37159
    DDC Categories: 070; 330
    Series: COntextual MIX: through graphic stories to analyses of contemporary culture
    Other subjects: (thesoz)Computerspiel; (thesoz)computervermittelte Kommunikation; (thesoz)Comic; (thesoz)Sozialkapital; (thesoz)virtuelle Gemeinschaft; (thesoz)Wirtschaftszweig; ICT; Ludology; Video Games; Mass media; Stereotypes and Prejudice; Game Concepts; Theory of Network & Participation Culture; serious games; e-learning; Technoculture; User-Generated Content; Comics Arts Education; Comics/ Sequential Art
    Scope: Online-Ressource, 385-396 S.
    Notes:

    Veröffentlichungsversion

    begutachtet (peer reviewed)

    In: Gajewska, Grażyna (Hg.), Wójcik, Rafał (Hg.): COntextual MIX: through graphic stories to analyses of contemporary culture. 2011. S. 385-396. ISBN 978-83-7654-043-6

  2. Zastosowanie koncepcji kapitału społecznego w badaniach ludologicznych: przykład branży gier komputerowych
    Published: 2010

    Abstract: More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but... more

     

    Abstract: More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists’ research as well as in improving the quality of games and of the cooperation between social environments related with games. Social capital is understood here as a potential of interactions embedded in interpersonal ties and social norms, which can bring advantages for individuals, groups and societies. The author takes a closer look on: the main features of this multi-dimensional category; significant differences between human, social and cultural capital; as well as the positive and negative influences of social capital

     

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    Source: Union catalogues
    Language: Polish
    Media type: Book
    Format: Online
    Other identifier:
    oai:gesis.izsoz.de:document/31349
    DDC Categories: 070; 300; 301
    Other subjects: (thesoz)soziale Beziehungen; (thesoz)soziale Norm; (thesoz)Sozialkapital; (thesoz)Wirtschaftszweig; (thesoz)kulturelle Faktoren; (thesoz)Computerspiel; (thesoz)Qualität; (thesoz)Spiel
    Scope: Online-Ressource
    Notes:

    Veröffentlichungsversion

    begutachtet

    In: Homo Ludens ; 2 (2010) 1 ; 51-59