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RCIN and OZwRCIN projects

Object

Title: Pętla śmierci jako komponent

Creator:

Leino, Olli Tapio

Date issued/created:

2017

Resource type:

Text

Subtitle:

Teksty Drugie Nr 3 (2017)

Publisher:

IBL PAN

Place of publishing:

Warszawa

Description:

21 cm ; Pol. text, eng. summary

Type of object:

Journal/Article

References:

1. Aarseth E., „Define Real, Moron!” Some remarks on game ontologies, w: DIGAREC Keynote-Lectures 2009/10, red. S. Günzel, M. Liebe, D. Mersch, Potsdam UP, Potsdam 2011.
2. Aarseth E., Computer game studies, year one, „Game Studies” 2001 nr 1, http: //gamestudies.org/0101/editorial.html (31.05.2017).
3. Aarseth E., Cybertext. perspectives on ergodic literature. Johns Hopkins UP, Baltimore 1997.
4. Aarseth E., Genre trouble: narrativism and the art of simulation, w, First Person: new media as story, performance, and game, red. N. Wardip-Fruin, P. Harrigan, MIT Press, Cambridge 2004.
5. Aarseth E., I fought the law: transgressive play and the implied player, w: Situated Play, Proceedings of DiGRA 2007 Conference, red. A. Baba, University of Tokyo, Tokyo 2007.
6. Aarseth E., Playing research: methodological approaches to game analysis, „Fine Art Forum” 2003, vol. 17, iss. 8.
7. Aarseth E., A narrative theory of games, w: Proceedings of FDG '12, May 29-June 1, 2012, http://delivery.acm.org/10.1145/2290000/2282365/p129-aarseth.pdf (31.05.2017).
8. Aarseth E., Calleja G., The word game: the ontology of an undefinable object, wykład wygłoszony podczas konferencji Philosophy of Computer Games 2009, University of Oslo, Norway, 13 sierpnia 2009, http://www.hf.uio.no/ifikk/english/research/projects/thirdplace/Conferences/video/02_aarseth_1200.mov (31.05.2017).
9. Adamo-Villani N., Wright K. SMILE: an immersive learning game for deaf and hearing children, http://hpcg.purdue.edu/idealab/pubs/SIGGRAPH_2007.pdf (31.05.2017).
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13. Barthes R., Śmieć autora, przeł. M. P. Markowski, „Teksty Drugie” 1999 nr 1/2.
14. Bartle R., Gracze, którzy pasują do MUD-ów, przeł. P. Zająkała, w: Światy z pikseli. Antologia studiów nad grami komputerowymi, red. M. Filiciak, Wydawnictwo SWPS Academica, Warszawa 2010.
15. Benjamin W., O kilku motywach u Badeulaire’a, przeł. S. Surowska, „Przegląd Humanistyczny” 1970 nr 6.
16. BioWare, Dragon Age: Origins, Electronic Arts, 2009.
17. Bogost I., Alien phenomenology, or, what it’s like to be a thing, Minnesota UP, Minneapolis 2012.
https://doi.org/10.5749/minnesota/9780816678976.001.0001
18. Bogost I., Videogames are a Mess, wykład ekspercki podczas konferencji DiGRA 2009, Uxbridge, Wielka Brytania, 1-4 września 2009.
19. Consalvo M., Dutton N., Game analysis: developing a methodological toolking for the qualitative study of games, „Game Studies” 2006 nr 1, http://gamestudies.org/0601/articles/consalvo_dutton (31.05.2017).
20. Eskelinen M., The gaming situation, „Game Studies” 2001 nr 1, http://www.gamestudies.org/0101/eskelinen/ (31.05.2017).
21. Eskelinen M., Towards computer game studies, w: First person: new media as story, performance, and game, red. N. Wardip-Fruin & P. Harrigan, MIT Press, Cambridge 2004.
22. Fink E., The ontology of play, w: Philosophic inquiry in sport, red. W. J. Morgan, K. V. Meier, Human Kinetics, Champaign 1988.
23. Frome J., Eight ways videogames generate emotion, w: Situated play, proceedings of DiGRA 2007 Conference, red. A. Baba, University of Tokyo, Tokyo 2007.
24. Fullerton T., Swain C., Hoffman, S. Game, design workshop: a playcentric approach to creating innovative games. Morgan Kaufmann, Waltham 2008.
https://doi.org/10.1201/b13172
25. Galloway A., Gaming – Essays on Algorithmic Culture, University of Minnesota Press. Minneapolis 2006.
26. Giddings S., Kennedy H. Little Jesuses and *@#?-o_ robots: on cybernetics, aesthetics, and not being very good at lego star wars, w: The pleasures of computer gaming: essays on cultural history, theory and aesthetics. red. M. Swalwell, J. Wilson, McFarland, Jefferson 2008.
27. Ham E., Randomness, Chance, & Art, w: Handbook of Research on Computational Arts and Creative Informatics, red. G. Vincenti, G. Trajkovski, IGI, Hershey 2009.
28. iD Software Quake III Arena, Activision, 1999.
29. Ihde D., Ironic technics, Automatic Press/VIP, Birkerød 2008.
30. Ihde D., Technology and the Lifeworld: From garden to earth. Indiana UP, Bloomington 1990.
31. Ion Storm Inc., Deus Ex. Eidos Interactive, 2000.
32. Juul J., Half-real: video games between real rules and fictional worlds, MIT Press, Cambridge 2005.
33. Juul J., The game, the player, the world: looking for a heart of gameness, w: Level Up. Digital Games Research Conference, red. M. Copier, J. Raessens, University of Utrecht & DiGRA, Utrecht 2003.
34. Juul J., The Open and the Closed: games of emergence and games of progression, w: Computer Games and Digital Cultures Conference proceedings, red. F. Mäyrä, Tampere UP, Tampere 2002.
35. Kirkpatrick G., Between Art and Gameness: Critical Theory and Computer Game Aesthetics, „Thesis” 2007 nr 89.
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38. Leino O.T., Understanding games as played: sketch for a first-person perspective for computer game analysis, w: Proceedings of the Philosophy of Computer Games Conference 2009, Oslo University, Oslo 2009, http://www.hf.uio.no/ifikk/english/research/projects/thirdplace/Conferences/proceedings/Leino%20Olli%20Tapio%202009%20-%20Understanding%20Games%20as%20Played%20Sketch%20for%20a%20first-person%20perspective%20for%20computer%20game%20analysis.pdf.
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41. Moran D., Introduction to phenomenology, Routledge, London, New York 2000.
42. Mosberg S., Between regulation and improvisation: playing and analysing „Games in the Middle”, rozprawa doktorska, IT University of Copenhagen, Kopenhaga 2010.
43. Murray J. H., Hamlet on the Holodeck: the future of narrative in cyberspace, Simon&Schuster/Free Press, New York 1997.
44. Obsidian Entertainment, Fallout: New Vegas, Bethesda Softworks, 2010.
45. Pajitnov A., Gerasimov V., Tetris. Nintendo, 1989.
46. Parkin S., Opinion: Touch Generations? Con Generations! „Gamasutra. The Art & Business of Making Games” 2008, czerwiec, http://www.gamasutra.com/ php-bin/news_index.php?story=19104 (31.05.2017).
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53. Sicart M. Against procedurality, „Game Studies” 2011 nr 3 (11), http://gamestudies.org/1103/articles/sicart_ap (31.05.2017).
54. Smith J. H. B., Plans and purposes. How videogame goals shape player behaviour, rozprawa doktorska, IT University of Copenhagen, Kopenhaga 2007.
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56. Solomon R., True to our feelings. What our emotions are really telling us, Oxford UP, Oxford 2007.
57. Sudnow D., Pilgrim in the Microworld. Eye, mind and the essence of video skill, Warner Books, New York 1983.
58. Williams Electronic Games, Williams Pinball Terminator II: Judgement Day, Williams Electronic Games, 1991.
59. Wilson D., Sicart M., Now it’s personal: on abusive game design, w: Proceedings of FuturePlay 2010, ACM, Vancouver 2010.
60. Wimsatt W., Beardsley M. C., Błąd intencji, w: Teorie literatury XX wieku. Antologia, red. A. Burzyńska, M. P. Markowski, Znak, Kraków 2006.
61. Woods S., (Play)Ground rules. The social contract and the magic circle, „Observatorio” 2009 nr 1 (3), http://obs.obercom.pt/index.php/obs/article/view/243 (31.05.2017).

Relation:

Teksty Drugie

Issue:

3

Start page:

116

End page:

145

Detailed Resource Type:

Article : original article

Format:

application/pdf

Resource Identifier:

oai:rcin.org.pl:66251 ; 0867-0633 ; 10.18318/td.2017.3.7

Source:

IBL PAN, call no. P.I.2524 ; click here to follow the link

Language:

pol

Language of abstract:

eng

Rights:

Rights Reserved - Free Access

Terms of use:

Copyright-protected material. May be used within the limits of statutory user freedoms

Digitizing institution:

Institute of Literary Research of the Polish Academy of Sciences

Original in:

Library of the Institute of Literary Research PAS

Access:

Open

Object collections:

Last modified:

Oct 2, 2020

In our library since:

Sep 26, 2018

Number of object content downloads / hits:

1734

All available object's versions:

https://rcin.org.pl./publication/85805

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Leino O. T. - Pętla śmierci jako komponent Oct 2, 2020
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