Tag: Vol. 5 No. 2 (2022)

Citation Rules Vol. 1-6

1. A Monograph with one author
Footnote Reference:
KELLNER, D.: Media Spectacle. New York, London : Routledge, 2003, p. 15.

Reference in Bibliography:
KELLNER, D.: Media Spectacle. New York, London : Routledge, 2003.

2. A Monograph wit more than one author
Footnote Reference:
JIRÁK, J., KÖPPLOVÁ, B.:  Médiá a společnost. Praha : Portál, 2006, p. 100.

Reference in Bibliography:
JIRÁK, J., KÖPPLOVÁ, B.: Médiá a společnost. Praha : Portál, 2006.

3. A Monograph with more than three authors
Footnote Reference:
VOJTEK, J. et al.: Dejiny svetových novinárstiev (anglického a amerického). Trnava : Fakulta masmediálnej komunikácie, Univerzita sv. Cyrila a Metoda v Trnave, 2010, p. 55.

Reference in Bibliography:
VOJTEK, J. et al.: Dejiny svetových novinárstiev (anglického a amerického). Trnava : Fakulta masmediálnej komunikácie, Univerzita sv. Cyrila a Metoda v Trnave, 2010.

4. A Monograph with no author
Footnote Reference:
Ilustrovaná encyklopédia ľudskej vzdelanosti. Bratislava : Reader´s Digest výber, 2009, p. 80.

Reference in Bibliography:
Ilustrovaná encyklopédia ľudskej vzdelanosti. Bratislava : Reader´s Digest výber, 2009.

5. A Monograph published in various editions
Footnote Reference:
HARTLEY, J.: Communication, Cultural and Media Studies: Key Concepts. 3rd Edition. New York, London : Routledge, p. 180.

Reference in Bibliography:
HARTLEY, J.: Communication, Cultural and Media Studies: Key Concepts. 3rd Edition. New York, London : Routledge, 2002.

6. An Electronic version of a monograph available for download
Footnote Reference:
MANOVICH, L.: The Language of New Media. Boston : MIT Press, 2001. [online]. [yyyy-mm-dd]. Available at: <http://www.manovich.net/LNM/Manovich.pdf>.

Reference in Bibliography:
MANOVICH, L.: The Language of New Media. Boston : MIT Press, 2001. [online]. [yyyy-mm-dd]. Available at: <http://www.manovich.net/LNM/Manovich.pdf>.

7. An article in the print edition of an academic journal or an article downloaded in an electronic version identical with the printed one – accessible via academic citation databases (e.g. PROQUEST, SAGE JOURNALS ONLINE, WILEY-BLACKWELL)
Footnote Reference:
PETRANOVÁ, D.: Rozvíja mediálna výchova v školách kritické kompetencie žiakov? In Communication Today, 2011, Vol. 2, No. 1, p. 74.

Reference in Bibliography:
PETRANOVÁ, D.: Rozvíja mediálna výchova v školách kritické kompetencie žiakov? In Communication Today, 2011, Vol. 2, No. 1, p. 66-83. ISSN 1338-130X.

8. An article in a journal published online
Footnote Reference:
KATUŠČÁKOVÁ, M.: Vybrané aspekty vedeckej spolupráce a spoločného využívania znalostí. Odporúčania pre kolaboratórium v projekte Pamäť Slovenska. In Knižnica, 2013, Vol. 13, No. 1, p. 11. [online]. [yyyy-mm-dd]. Available at: <http://www.snk.sk/swift_data/source/casopis_kniznica/2012/10.pdf>.

Reference in Bibliography:
KATUŠČÁKOVÁ, M.: Vybrané aspekty vedeckej spolupráce a spoločného využívania znalostí. Odporúčania pre kolaboratórium v projekte Pamäť Slovenska. In Knižnica, 2013, Vol. 13, No. 1, p. 10-14. ISSN 1336-0965. [online]. [yyyy-mm-dd]. Available at: <http://www.snk.sk/swift_data/source/casopis_kniznica/2012/10.pdf>.

9. An article or a chapter in edited (also conference) proceedings with one editor
Footnote Reference:
LULL, J.: Superculture for the Communication Age. In LULL, J. (ed.): Culture in the Communication Age. London, New York : Routledge, 2001, p. 133.

Reference in Bibliography:
LULL, J.: Superculture for the Communication Age. In LULL, J. (ed.): Culture in the Communication Age. London, New York : Routledge, 2001, p. 132-165.

10. An article or a chapter in edited (also conference) proceedings with more than one editor
Footnote Reference:
ZILLMANN, D.: The Coming of Media Entertainment. In ZILLMANN, D., VORDERER, P. (eds.): Media Entertainment: The Psychology of Its Appeal. Mahwah, London : Lawrence Erlbaum, 2000, p. 6.

Reference in Bibliography:
ZILLMANN, D.: The Coming of Media Entertainment. In ZILLMANN, D., VORDERER, P. (eds.): Media Entertainment: The Psychology of Its Appeal. Mahwah, London : Lawrence Erlbaum, 2000, p. 1-20.

11. An article or a chapter in an electronic version of edited (also conference) proceedings with one editor
Footnote Reference:
SURNAME, N.: Article name. In SURNAME, N. (ed.): Title of proceedings. Place of edition : Publisher, posting date, page range. [online]. [Date of access, yyyy-mm-dd]. Available at: <URL/electronic address information>.

Reference in Bibliography:
SURNAME, N.: Article name. In SURNAME, N. (ed.): Title of proceedings. Place of edition : Publisher, year of edition, range of article´s pages. ISBN. [online]. [Date of access, yyyy-mm-dd]. Available at: <URL/electronic address information>.

12. An article or a chapter in an electronic version of edited (also conference) proceedings with more editors
Footnote Reference:
PAVELKA, J.: Možnosti a limity sémiotické a naratologické analýzy jako nástrojů interpretace. In RUSNÁK, J., BOČÁK, M. (eds.): Médiá a text II. Prešov : Prešovská Univerzita v Prešove, 2008, p. 165. [online]. [yyyy-mm-dd]. Available at: <http://www.pulib.sk/elpub2/FF/Bocak1/pdf_doc/pavelka.pdf>.

Reference in Bibliography:
PAVELKA, J.: Možnosti a limity sémiotické a naratologické analýzy jako nástrojů interpretace. In RUSNÁK, J., BOČÁK, M. (eds.): Médiá a text II. Prešov : Prešovská univerzita v Prešove, 2008, p. 156-169. [online]. [yyyy-mm-dd]. Available at: <http://www.pulib.sk/elpub2/FF/Bocak1/pdf_doc/pavelka.pdf>.

13. A so far unpublished paper presented at a scientific conference
Footnote Reference:
HVÍŽĎALA, K.: Pasti české, slovenské i světové žurnalistiky: historické a současné. Paper presented at International scientific conference Megatrends and Media 2013 with subtitle Cultivation of Media – Opportunities and Barriers. Smolenice, presented on 27th March 2013.

Reference in Bibliography:
HVÍŽĎALA, K.: Pasti české, slovenské i světové žurnalistiky: historické a současné. Paper presented at International scientific conference Megatrends and Media 2013 with subtitle Cultivation of Media – Opportunities and Barriers. Smolenice, presented on 27th March 2013.

14. An article in the press (newspapers, journals and magazines)
Footnote Reference:
GALAN, P.: Obchodníci s kilami. In Plus 7 dní, 2013, Vol. 23, No. 42, p. 86.

Reference in Bibliography:
GALAN, P.: Obchodníci s kilami. In Plus 7 dní, 2013, Vol. 23, No. 42, p. 86-88. ISSN 1210-4040.

15. An article in an electronic version of the press (online versions of newspapers, journals and magazines)
Footnote Reference:
TOMA, B.: Banky zarobia na mobilných poplatkoch. Released on 3rd October 2013. [online]. [yyyy-mm-dd]. Available at: <http://peniaze.pravda.sk/ucty-a-karty/clanok/294962-banky-zarobia-na-mobilnych-poplatkoch>.

Reference in Bibliography:
TOMA, B.: Banky zarobia na mobilných poplatkoch. Released on 3rd October 2013. [online]. [yyyy-mm-dd]. Available at: <http://peniaze.pravda.sk/ucty-a-karty/clanok/294962-banky-zarobia-na-mobilnych-poplatkoch>.

16. A website or an article published on the internet with no author
Footnote Reference:
Worldwide Grosses. [online]. [yyyy-mm-dd]. Available at: <http://www.boxofficemojo.com/alltime/world/>.

Reference in Bibliography:
Worldwide Grosses. [online]. [yyyy-mm-dd]. Available at: <http://www.boxofficemojo.com/alltime/world/>.

17. A website or an article published on the internet with author´s name available
Footnote Reference:
KELLNER, D.: Cultural Studies, Multiculturalism, and Media Culture. [online]. [yyyy-mm-dd]. Available at: <http://pages.gseis.ucla.edu/faculty/kellner/papers/SAGEcs.htm>.

Reference in Bibliography:
KELLNER, D.: Cultural Studies, Multiculturalism, and Media Culture. [online]. [yyyy-mm-dd]. Available at: <http://pages.gseis.ucla.edu/faculty/kellner/papers/SAGEcs.htm>.

18. An official document available on the internet in full version
Footnote Reference:
Zákon o vysielaní a retransmisii č. 308/2000 Z. z. zo 14. septembra 2000. [online]. [yyyy-mm-dd]. Available at: <http://www.rvr.sk/_cms/data/modules/download/1364909855_zakon_308-2000_ucinny_2013-01-01.pdf>.

Reference in Bibliography:
Zákon o vysielaní a retransmisii č. 308/2000 Z. z. zo 14. septembra 2000. [online]. [yyyy-mm-dd]. Available at: <http://www.rvr.sk/_cms/data/modules/download/1364909855_zakon_308-2000_ucinny_2013-01-01.pdf>.

19. Weblog
Footnote Reference:
ALBRECHT, M.: Ako si hovorcovia a novinári zavarili. Released on 8th October 2013. [online]. [yyyy-mm-dd]. Available at: <http://marekalbrecht.blog.sme.sk/c/339283/Ako-si-hovorcovia-a-novinari-zavarili.html>.

Reference in Bibliography:
ALBRECHT, M.: Ako si hovorcovia a novinári zavarili. Released on 8th October 2013. [online]. [yyyy-mm-dd]. Available at: <http://marekalbrecht.blog.sme.sk/c/339283/Ako-si-hovorcovia-a-novinari-zavarili.html>.

20. A graphic component, a photograph, a table or a graph (available online)
Footnote Reference:
Trhové podiely televízií, počúvanosť rádií, predajnosť tlače a návštevnosť internetových portálov. [online]. [yyyy-mm-dd]. Available at: <http://medialne.etrend.sk/televizia-grafy-a-tabulky.html>.

Reference in Bibliography:
Trhové podiely televízií, počúvanosť rádií, predajnosť tlače a návštevnosť internetových portálov. [online]. [yyyy-mm-dd]. Available at: <http://medialne.etrend.sk/televizia-grafy-a-tabulky.html>.

21. A graduation thesis – dissertation, habilitation, etc.
Footnote Reference:
PETRANOVÁ, D.: Mediálna výchova v procese edukácie na Slovensku so zameraním na rozvoj kompetencie kritického myslenia. [Dissertation Thesis]. Nitra : Filozofická fakulta Univerzity Konštantína Filozofa v Nitre, 2010, p. 40.

Reference in Bibliography:
PETRANOVÁ, D.: Mediálna výchova v procese edukácie na Slovensku so zameraním na rozvoj kompetencie kritického myslenia. [Dissertation Thesis]. Nitra : Filozofická fakulta Univerzity Konštantína Filozofa v Nitre, 2010. 142 p.

22. An electronic version of a graduation thesis available on the internet
Footnote Reference:
GREČKOVÁ, M.: Premeny mediálneho obrazu českých olympijských športovcov. [Master´s Thesis]. Brno : Fakulta sociálních studií Masarykovy univerzity v Brně, 2013, p. 60. [online]. [yyyy-mm-dd]. Available at: <http://is.muni.cz/th/397299/fss_m/Greckova_D_P.pdf>.

Reference in Bibliography:
GREČKOVÁ, M.: Premeny mediálneho obrazu českých olympijských športovcov. [Master´s Thesis]. Brno : Fakulta sociální studií Masarykovy univerzity, 2013. 102 p. [online]. [yyyy-mm-dd]. Available at <http://is.muni.cz/th/397299/fss_m/Greckova_D_P.pdf>.

23. An accompanying material to lectures, academic courses or other teaching activities (its electronic versions included)
Footnote Reference:
PLENCNER, A.: Populárna kultúra – definície a základné znaky. Politická koncepcia populárnej kultúry Johna Fiskeho. [Electronic Document]. Bratislava : Univerzita Komenského, 2007, p. 4.

Reference in Bibliography:
PLENCNER, A.: Populárna kultúra – definície a základné znaky. Politická koncepcia populárnej kultúry Johna Fiskeho. [Electronic Document]. Bratislava : Univerzita Komenského, 2007. 12 p.

24. Multimedia formats available on the internet (audio, video)
Footnote Reference:
Oprah Interviews J. K. Rowling (Full Video) HD. [online]. [yyyy-mm-dd]. Available at <http://www.youtube.com/watch?v=Pxh2sgg_iyA>.

Reference in Bibliography:
Oprah Interviews J. K. Rowling (Full Video) HD. [online]. [yyyy-mm-dd]. Available at: <http://www.youtube.com/watch?v=Pxh2sgg_iyA>.

25. An audio or video podcast
Footnote Reference:
BEDNÁROVÁ, L. (ed.): Hudba sveta_FM. Broadcast on 2nd October 2013. [online]. [yyyy-mm-dd]. Available at: <http://213.215.116.181:8001/fm/2013-09-23/414-Hudbasveta_FM-20-00.mp3>.

Reference in Bibliography:
BEDNÁROVÁ, L. (ed.): Hudba sveta_FM. Broadcast on 2nd October 2013. [online]. [yyyy-mm-dd]. Available at: <http://213.215.116.181:8001/fm/2013-09-23/414-Hudbasveta_FM-20-00.mp3>.

26. A television or radio programme
Footnote Reference:
KREJČA, H. (Director of the Centre of News and Current Affairs): Televízne noviny. [The Main Evening Newscasting Programme of TV Markíza]. Broadcast on 28th September 2013. Bratislava : Televízia Markíza, 2013.

Reference in Bibliography:
KREJČA, H. (Director of the Centre of News and Current Affairs): Televízne noviny. [The Main Evening Newscasting Programme of TV Markíza]. Broadcast on 28th September 2013. Bratislava : Televízia Markíza, 2013.

27. A track on CD
Footnote Reference:
ADELE: Someone Like You. Track No. 11 on the Studio Album 21 by Adele. [CD]. New York : Columbia Records, 2011.

Reference in Bibliography:
ADELE: Someone Like You. Track No. 11 on the Studio Album 21 by Adele. [CD]. New York : Columbia Records, 2011.

28. A media content on DVD
Footnote Reference:
KERSHNER, I. (Director): Star Wars Episode V – The Empire Strikes Back (1980 & 2004 Versions, 2-Disc Widescreen Edition). [DVD]. Los Angeles : Twentieth Century Fox Home Entertainment, 2006.

Reference in Bibliography:
KERSHNER, I. (Director): Star Wars Episode V – The Empire Strikes Back (1980 & 2004 Versions, 2-Disc Widescreen Edition). [DVD]. Los Angeles : Twentieth Century Fox Home Entertainment, 2006.

29. An original production of VOD streaming services
Footnote Reference:
BIER, S. (Directed by): Bird Box. [VOD]. Los Gatos, CA : Netflix, 2018.

Reference in Bibliography:
BIER, S. (Directed by): Bird Box. [VOD]. Los Gatos, CA : Netflix, 2018.

30. An original production of VOD streaming services (television series)
Footnote Reference:
HWANG, D.-H. (Created by): Squid Game (series). [VOD]. Los Gatos, CA : Netflix, 2021.

Reference in Bibliography:
HWANG, D.-H. (Created by): Squid Game (series). [VOD]. Los Gatos, CA : Netflix, 2021.

31. Specific version of digital game (if necessary to state)
Footnote Reference:
ID SOFTWARE: Doom (Xbox version). [digital game]. Santa Monica : Activision, 2005.

Reference in Bibliography:
ID SOFTWARE: Doom (Xbox version). [digital game]. Santa Monica : Activision, 2005.

32. Digital games published within website with developer´s name available
Footnote Reference:
Y8.COM: Dead Void. [digital game]. [yyyy-mm-dd]. Available at: <http://www.superhry.cz/hra/11321-dead-void>.

Reference in Bibliography:
Y8.COM: Dead Void. [digital game]. [yyyy-mm-dd]. Available at: <http://www.superhry.cz/hra/11321-dead-void>.

33. Digital game released on physical medium, including massive multiplayer online games1

Footnote Reference:
ID SOFTWARE: Doom. [digital game]. New York : GT Interactive, 1993.

Reference in Bibliography:
ID SOFTWARE: Doom. [digital game]. New York : GT Interactive, 1993.

1 A term digital game is used as the common name for all kinds of games – arcades, video games, computer games, mobile and handheld games, VR games, AR game, MMO games, etc.

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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The Creative Remediation and Promotional Use of Photographic Modes in Digital Games

ABSTRACT: From photoblogs to mobile phone cameras, digital technology is rapidly and fundamentally changing the cultural practice of photographic representation. Across games and gaming communities, the aesthetics of screenshots and the aesthetics of photographs are increasingly intertwined. The latest photographic modes in digital games mimic real photographs by incorporating controls that are found in physical cameras and allow for great creativity, yet yield some limits and potential issues. The aim of this explorative study is to describe the creative potential of the specific functionality of photo modes in digital games, the intent and development of the tool, promotional uses, and the limits of the emerging art form of virtual photography.

KEY WORDS: digital game, photographic mode, remediation, screenshot, virtual photography.

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The Rise of the Cottagecore Game: The Modernity of Digital Gaming and Content Consumption

ABSTRACT: The main aim of this article is to demonstrate that contemporary gamers commit to a political nature of consuming digital game contents to facilitate cultural renewal. In illuminating how the rise of the cottagecore game at the turn of the 2020s has not only been driven by this cultural renewal but also intensified its major trajectories, the study contradicts critical assertions about the inimical relationship between gaming and real life which still remains in mainstream culture. This study aims to continue advancing the practice of game theorists who have shifted academic interest to the relevance of the digital game as a medium by conceptualizing the practice of enjoying a digital game as ‘consumption’ in the fashion defined by K. Marx. Building upon what might be termed an open-world game suggested a contradicting concept of playing a digital game, this study takes Harvest Moon as one of the early examples which inspires the swarming number of cottagecore games in the late 2010s and Stardew Valley and Animal Crossing as representatives of the rise of the cottagecore game, the study will illustrate how the rise of the cottagecore game reveals modernity of contemporary gamers who share a vision of digital game as a uniquely positioned medium for imagining a better world and themselves and, subsequently, facilitating a shift in cultural attitudes in a politically progressive manner.nre by the gaming community was therefore fast. The bottom line of the text is that using rigid categories for discussions about digital games cannot focus only on rigid criteria, but also on context.

KEY WORDS: consumption, cottagecore, digital games, game studies, Marxism, modernity.

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