Category: Game studies (Page 1 of 6)

Application of Roger Caillois’ Typology in the Strategy Game Genre: A Case Study of Sudden Strike 4

Zuzana Kvetanová

ABSTRACT:
The presented study closely explains R. Caillois’ theory of game principles, while attempt- ing to point out its apparent application in the digital dimension. It is our main intention to clarify the significance and topicality of the characteristics of individual game categories within media products – digital games. Thus, confrontation between the fundamental theoretical framework and its consequent practical application within the selected case study occurs in the submitted scientific text. The study’s ambition is to identify the indicative characteristics of R. Caillois’ game categories in the selected media product – the digital game Sudden Strike 4. The chosen research material can be qualified as a suitable representative of the strategy game genre, which was the direct determinant of our selection. Therefore, the primary objective of the study is to ascertain the possible application of R. Caillois’ game theory in the strategy game genre. For the purposes of achieving the defined objective, the author uses methods of logical analysis of text in combination with qualitative content (narrative) analysis. She thus presumes a certain increase and revaluation of the existing scientific knowledge necessary for both the theory and practice.

KEY WORDS:
digital game, game principles, genres, strategy, Sudden Strike 4, virtual reality.

DOI:
10.34135/actaludologica.2023-6-1.96-110 

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Factors Influencing the Quality of Digital Game Localization

Marián Kabát

ABSTRACT:
Software localization is an integral part of a business process as long as a company wants to sell their software products on a global scale. The purpose of the following article is to provide information about some key features of the development and publishing process that have a significant impact on digital game localization from English into Slovak. The selected features are based on a study by M. Kabát on localization aspects of non-gaming software that are here adapted to digital game localization, and on the author’s practical experience. Each key feature is briefly introduced and its impact on digital game localization is described. Where necessary, examples are provided. Other than presenting key features of digital game localization, the intent behind this paper is to spread information on digital game localization as I believe that, e.g., developers should be more informed on this topic to create more effective cooperation with localizers and in that way higher quality localization.

KEY WORDS:
development, digital games, English, localization, Slovak, variable.

DOI:
10.34135/actaludologica.2023-6-1.84-94 

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Gaining New Insights into Professional Knowledge in Digital Game Art by Taking a Design Perspective

Dave Hawey

ABSTRACT:
Although artists contribute a great deal to what digital game players see on the screen, there is a marked absence in the literature of direct studies of artists working in digital game development. We stress the need to understand these artists’ professional knowledge in a rich and contextualized manner, and beyond technical expertise. In this paper, we describe the design process carried out by an experienced technical artist during game preproduction. We report findings gained through ethnography/shadowing at the Montreal-based Red Barrels studio. We refer to pragmatist and constructivist theories of professional design practice to make sense of its reflective, collaborative, situated, and transactional aspects. This paper draws conclusions on three ideas: (1) the benefits of using design theory to examine design-like reflective skills in game art practice; (2) the utility of qualitative methods to construct a thorough, holistic, and contextualized understanding of professional practice, and (3) how a richer, more elaborate understanding of ‘design’ in game development points to a need for further research on the sociocultural aspects of game experience design.

KEY WORDS:
design theory, digital game artists, digital game development, ethnography, professional knowledge.

DOI:
10.34135/actaludologica.2023-6-1.66-82 

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Viability of Using Digital Games for Improving Team Cohesion: A Systematic Review of the Literature

Juraj Kovalčík, Magdaléna Švecová, Michal Kabát

ABSTRACT:
Team cohesion, teamwork and team building are important constructs regarding teams and their performance in various organizations and environments. In this review, we sum- marize the current state of research on the influence of digital games on team cohesion and related constructs. We found a total of 7 studies that fit the criteria, resulting in 18 outcomes. Among the 18 outcomes that improved throughout the intervention, 15 reported significant improvement from the intervention and 3 reported no significant differences. Specifically, team communication, task delegation, atmosphere, trust, team flow, team performance and goal commitment were the most improved sub-constructs by team building video gaming interventions. The majority (n = 9) of those with significant improvements post-test were from randomly controlled trials (RCTs) with single or two control groups. Overall, we found that team video gaming may be effective in supporting team cohesion or team building; however, to enhance the understanding of the relationship between digital games and team cooperation, it is recommended to extend or vary gameplay intervention times, prioritize diverse outcome measures, address re- porting biases, conduct follow-up assessments, include diverse populations and report demographics, and recognize the specific effects of different game features on outcomes.

KEY WORDS:
digital games, review, team building, team cohesion, team performance, teamwork.

DOI:
10.34135/actaludologica.2023-6-1.46-65

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The Role of Digital Marketing in the Esports Industry

Radoslav Baltezarević, Vesna Baltezarević, Ivana Baltezarević

ABSTRACT:
The eSports industry, supported by the accelerated development of digital technologies, is becoming more and more interesting to companies, as a potential place where products and services can be advertised. Given that consumers, who follow or actively engage in playing digital games and eSports, are mostly younger men, digital marketing strategies seem like a logical choice. This paper provides several theoretical viewpoints on the function of digital marketing in the industry of eSports. The authors attempted to make this topic more accessible to professionals with expertise in this field by assessing the views of 113 respondents and highlighting the possible advantages of adopting digital marketing in the eSports industry. The aim of this study is to show that companies should focus on promoting brands on digital platforms dedicated to eSports, because such activities, which are intended for players and audiences, are generally acceptable activities of business entities. Also, when carrying out brand promotion on these platforms, it is advisable to hire credible eSports influencers on social media to recommend their brands, and ultimately, to support the spread of eWOM about the company’s brand.

KEY WORDS:
consumers, digital games, digital marketing, eSports industry, eSports influencers, eWOM.

DOI:
10.34135/actaludologica.2023-6-1.28-45

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Tracing the Impact of the Digital Virtual Ludic on Immersive Theatre: A Case of Theatre Gamification

Dimitrios Charitos, Eleni Timplalexi

ABSTRACT:
Immersive theatre, a theatrical form emerging at the beginning of the 21st century, invites spectators to become immersed in interactive theatre performances. The use of the term immersive indicates a strong influence from digital media, particularly from virtual worlds (VWs). Immersive theatre and VWs appear to share characteristics. A systematic comparative approach tracing the presence of characteristics shared by immersive theatre and VWs (i.e., virtuality, worldliness, information intensity), among others, still unique to VWs (i.e., agency, ergodicity), reveals that immersive theatre has assimilated some VWs characteristics while still being in the process of negotiating others. The paradigm of pervasive games is brought into the conversation to claim immersive theatre as a partially successful case of theatre gamification, revising theatrical and dramatic conventions, towards what could be called a digitally and ludically inspired neo-dramatic. New intermedial forms of expression could benefit from the adoption of a game/play frame.

KEY WORDS:
digital games, immersive theatre, pervasive games, theatre gamification, virtual worlds.

DOI:
10.34135/actaludologica.2023-6-1.4-27 

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Convergence in Digital Games: A Case Study of League of Legends

ABSTRACT: The study deals with content media convergence, i.e. the fragmentation of media into different forms and formats in order to reach new audiences. The main thesis is that this form of convergence, which has been observable in the media segment over the last decades, has in recent years started to be deliberately and purposefully implemented in the digital games segment as well, and game studios are trying to reach audiences that are not players of the original game from which the media content converged through the creation of media content. However, not in order to attract them to play the game, which could be considered a classic marketing strategy, but in order to create a narrative and intermedia universe from which each converged part can have a separate audience, for which it is not necessary to know the whole universe. The study proves this through a case study of the game League of Legends by the game studio Riot Games and on the contents that converged from the game, through a discursive content analysis in the categories of gaming segment, audio-visual contents, music, social networks and other contents. The study concludes that the analysis supports the thesis that League of Legends converges and is able to fully reach non-gamer audiences.

KEY WORDS: audience, convergence of digital games, cross-media, digital games, League of Legends, media convergence.

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Spatiality, Focalization and Temporality in Horror Games

ABSTRACT: The horror genre can be found both in books and movies to shock and scare the audience. In digital games, players have to survive, they try to progress while they have to overcome frightening obstacles, otherwise they cannot be successful. The paper analyses three main topics: spatiality (where closed, open and looping spaces are in the centre), focalization (based on G. Genette’s term., We shows how the different angles could contribute to the narrative and what unique methods exist), and temporality (where traumatic experience and looping time is at the focal point, and E. Husserl’s protentions and retention terms will be important as well). We also argue that these games are unusual if we take a look at M. Csíkszentmihályi’s skills-challenges diagram and see if they fit in the flow zone. The paper aims to extend our understanding of horror games.

KEY WORDS: flow, focalization, horror, protention, retention, spatiality, temporality.

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Nulltopia: Of Disjunct Space

ABSTRACT: Nulltopia is disjunction in space, the non-space between one space and another. Such disjunction becomes important in the ontology of imaginary worlds, whose thresholds are not fully traversable. Some knowledge and some exigencies transfer across the boundaries of an image, but some do not, remaining asymmetrically bound, extant only on one side – potentiating scenarios like starving while eating Minecraft cookies. This theoretical study presents an exercise in the metaphysics of digital games, defining nulltopia in reference to dreams, the theatrical proscenium, vehicle windows, video screens, loudspeakers, and interactive consoles; and contextualizing nulltopia relative to immersion. Developing from a syncretic combination of movement and depiction, the video screen extends a technology of imagination that already existed in component forms. Partially separating slow reality from fast imaginary, nulltopia affords both discourse and addiction to the ‘etiolated actual’, in contrast to an imagined, perfectly immersive, ‘society without screens’,the bounds of whose world become imperceptible.

KEY WORDS: digital game, imagination, immersion, nulltopia, ontology, perception of motion, space, virtual reality.

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Why Do We Play Digital Games? Anthropological-philosophical-pedagogical Aspects

ABSTRACT: This study focuses on aspects of media pedagogy and philosophical anthropology in digital games and seeks to answer the question as to why we play digital games. Digital play is viewed as an aesthetic and cultural phenomenon according to I. Kant’s Analytic of the Beautiful and is interpreted, analysed, and compared with the anthropological dimension of play. According to I. Kant, the main element of beauty is disinterested liking. Digital games have been observed in such a judgment of taste. We will observe the phenomenon of play based on I. Kant’s understanding of the aesthetic concept of play and C. Lévi-Strauss’s structural anthropology. The paper presents the phenomenon of play from the aspect of aesthetic pedagogy, but also asks why we like games and what is aesthetic in them that causes pleasure. The aim of this study is to analyse the phenomenon of games from the context of digital games and to show how different anthropological, philosophical, and pedagogical aspects mutually complement and intertwine. The research question of why we play digital games opens the possibility for new reflections and understandings of the world of games, the concept of beauty and the meaning of games for humans. The complexity and multidimensionality of the game phenomenon is also observed according to E. Morin’s aesthetics in which the artistic and aesthetic dimension of digital play is discussed. The concept of play is philosophically relevant, and through the study we approach J. Huizinga’s aspect of the seriousness of culture and E. Fink’s play of the world. In the aspects of social life such as metaphors and imagination, play imposes itself as communication. The true character of the game is manifested in the self-pleasure of relieving the individual, but also in the imagination and beauty that the game provides. The game, as such, represents an aesthetic attitude towards life and it is at its core an imitation in the space of the imaginary.

KEY WORDS: digital game, game aesthetics, game structure, game world, media pedagogy.

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