The article On the structure of gameworld in narrative video games proposes to introduce the term ‘ludotopia’ to Polish game studies in order to further compartmentalise the structure of video gameworld. Having reflected on the consequences of so-called world-centered turn in contemporary digital humanities, the author proceeds to defining archetypal structures that compose realities designed for the purposes of narrative video games, namely: locations and clusters of locations, the latter divided further into biomes and anthromes. The hierarchy introduced thereby is presented as an alternative for already influential (though, arguably, in transmedial world-building studies rather than game studies) trichotomy of mythos, topos, and ethos, a...
The significance of the study of philosophic aspects of building a new game universe in an RPG, abbr...
UnrestrictedA study of the medium-specific properties of videogame discourse, this dissertation cons...
This thesis presents computer games not only as a phenomenon worthy of analysis, but primarily as a ...
The essay presents an overview of the possible meanings and applications of the newly-coined term ‘l...
The thesis deals with studies of fictional worlds in videogame. It uses a literary theory of fiction...
Where do computer games "happen"? The articles collected in this pioneering volume explore the categ...
This paper intends to give an overview on the conception and design of video games, based on a narra...
Maj outlines the main concepts of post-classical (cognitive and trans-medial) narrative theory (espe...
De Certeau (1984) claims that spatial relations between objects represent the organizing principle o...
Video games have become important objects of study for different academic disciplines. From the birt...
Videogame is a unique and, at the same time, widely diversified medium. In videogames, the typical e...
This paper discusses the potential avenues of relationship between interactive media, particularly v...
Videogame is a unique and, at the same time, widely diversified medium. The typical elements of oral...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
"This thesis is presented in partial fulfilment of the requirements of the degree of Master of Resea...
The significance of the study of philosophic aspects of building a new game universe in an RPG, abbr...
UnrestrictedA study of the medium-specific properties of videogame discourse, this dissertation cons...
This thesis presents computer games not only as a phenomenon worthy of analysis, but primarily as a ...
The essay presents an overview of the possible meanings and applications of the newly-coined term ‘l...
The thesis deals with studies of fictional worlds in videogame. It uses a literary theory of fiction...
Where do computer games "happen"? The articles collected in this pioneering volume explore the categ...
This paper intends to give an overview on the conception and design of video games, based on a narra...
Maj outlines the main concepts of post-classical (cognitive and trans-medial) narrative theory (espe...
De Certeau (1984) claims that spatial relations between objects represent the organizing principle o...
Video games have become important objects of study for different academic disciplines. From the birt...
Videogame is a unique and, at the same time, widely diversified medium. In videogames, the typical e...
This paper discusses the potential avenues of relationship between interactive media, particularly v...
Videogame is a unique and, at the same time, widely diversified medium. The typical elements of oral...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
"This thesis is presented in partial fulfilment of the requirements of the degree of Master of Resea...
The significance of the study of philosophic aspects of building a new game universe in an RPG, abbr...
UnrestrictedA study of the medium-specific properties of videogame discourse, this dissertation cons...
This thesis presents computer games not only as a phenomenon worthy of analysis, but primarily as a ...