Tag: Vol.4 No.1 (2021)

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.

Concept Art: The Essential Part of Visual Pre-production in the Entertainment Industry

ABSTRACT: The study defines the role of concept art in the process of creating big visual projects. It intends to fill the gap in the academic field and to describe the process of creating concept art from start to finish, considering its theoretical as well as practical outlines. The theoretical part of the text is based on various concepts and lines of thinking, including analysis and synthesis of the obtained knowledge, as well as comparison of differing scholarly opinions on the discussed topic. Concept art as an art phenomenon of the 21st century is one of the most respected creative activities in the visual entertainment industry. Creating concept art has become one of the best paid work specialisations within the various processes of artistic and media creation. The meaning of concept art lies in the creation of ‘blueprint’ images and designs, based on the given concept’s purpose. Concept art serves a whole team of creative individuals as a reference allowing for the further development of a creative project. It is mainly used in projects based on key visual features such as unique environments, characters, design and fantastic stories. Therefore, each individual part of the given complexity must be ‘brought to life’ by properly trained artists.

KEY WORDS: concept art, design, digital games, entertainment industry, fantasy, image.

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Difficulty as Aesthetic: An Investigation of the Expressiveness of Challenge in Digital Games

ABSTRACT: Difficulty is the personal experience of a subject facing resistance that prevents them from reaching a goal or desired state. It is an experiential part of everyone’s existence. In digital games, difficulty is strongly linked with designed challenges and obstacles that must be overcome by physical effort, manual skills, coordination, and dexterity. But this widespread perspective is a reductionist categorization of the expressive possibilities of difficulty. Because as experiential, difficulty is aesthetic expression and therefore it is much more than the mere skill challenge. The difficulty experience that emerges from an opposing force between object and subject, between game and player, can be interpretive, poetic, narrative, ethical or atmospheric among other expressive forms. Understanding difficulty from these broad parameters, we pose it as an aesthetic expression, which forges multiple experiences at the intersection between mechanics, fiction, and the player’s performance. This study analyses, drawing from philosophy, postphenomenology, and game studies, some aspects of two contemporary games, The Last of Us Part II and Death Stranding from the view of difficulty as aesthetic experience perspective, considering the significant and discursive tensions beyond purely ludic and mechanical elements

KEY WORDS: aesthetics, difficulty, digital games, emotions, experience, challenge.

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More-than-Human Game Design: Playing in the Internet of Things

ABSTRACT: The design of objects requiring human interaction often revolves around methods such as Human Centred Design (HCD). Whilst this is beneficial in many cases, contemporary developments of technology such as the Internet of Things (IoT), which produce assemblages of interactions, lead to the view that human centred approaches can prove problematic leading to the proposal of adopting more-than-human perspectives. This study discusses the creation of a novel board game designed to explore a more-than-human design view for IoT products and services by addressing problematic issues in relation to user data privacy and security within the IoT which arguably arise from the application of traditional HCD approaches. By embracing Object-Oriented Philosophy, The Internet of Things Board Game creates an ontographic mapping of IoT assemblages and illuminates the tiny ontologies of unique interactions occurring within these digital and physical networked spaces. Here the gameplay acts as metaphorism illustrating independent and interdependent relationships between the various ‘things’ in the network. The study illustrates how critical game design can help develop potential new design approaches as well as enabling users to better understand the complex digital/physical assemblages they create when utilising IoT products and services in their everyday lives.

KEY WORDS: board game, design research, game design, internet of things, metaphorism, more-than human.

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Good Practices for Indie and Solo Game Developers: A Survey Based on Online Videos

ABSTRACT: Although the most established model of digital game development is through funding from publishers, there has been a major boost to independent game development, especially after the 2000s. This production context has specific challenges, particularly for lone developers. Some indie developers share their experiences and tips with the community using videos, and these videos illustrate the challenges and mindset around indie development of their time. This article presents a survey of good practices for lone (solo) indie developers compiled from twenty-nine YouTube videos. There are thirteen content creators who shared various tips about tools to use; ways to improve the game design of a product; ways to improve production process management and how to avoid pipeline failures during the development; recommendations on how to handle and how to manage marketing, focusing on fanbase management; advice on how to stay healthy during the process and mindset changes that are required for the development of games. The tips are compiled and a discussion is made on how they outline a dimension of the indie context and mentality of their time, and how they illustrate what are considered good practices among community members.

KEY WORDS: game development, good practices, indie community, indie game, solo developers.

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Motivation with Game Elements in Education Mediated by E-Learning Resources

ABSTRACT: We present a report from our preliminary research, which focused on the possibilities of implementing game elements into e-learning at university. We were interested in the attitudes and preferences of the students on the introductory course for the study of culture, where a questionnaire survey was conducted. We asked students what potential they see in the application of digital technologies in e-learning, what motivates them to study online and what advantages and limits of the educational principles of games they see in e-learning. Here we offer a description of the preliminary results that led to our next research steps. The questionnaire was distributed among students of two runs of the Introduction to the Study of Culture course at the Faculty of Social Studies of Masaryk University, who completed it after the final test. A total of 188 students submitted a completed form. These were bachelor students, usually in the first year of study, mostly women. We chose a freely available online tool for the analysis, our approach to data processing was non-mathematical at this stage. Nevertheless, we believe that it has enabled us to gain a direct and unmediated insight into the subject of our research. Mixed methods pragmatic rationalization of the research process traditionally refers to the complementarity of datasets and greater validity. Based on the findings, we recommend to educators and developers of the online learning environment how they could improve the design of e-learning in accordance with the needs and different learning styles of students.

KEY WORDS: digital games, e-learning, flow, game-based educational principles, gamification, learning objectives, motivation and self-determination theory, online learning systems, teaching model.

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Contextualizing Dark Patterns with the Ludeme Theory: A New Path for Digital Game Literacy?

ABSTRACT: So-called dark patterns are widely discussed in game design. This phenomenon raises
concerns for gaming education because numerous dark patterns trick players into real money transactions or gambling. A major obstacle to the practical assessment of the severity of a ‘dark’ pattern is the very definition of ‘game patterns’, basing solely on action-oriented structures. In order to take into account not only abstract expressions of the game system, but also the experience of the player, as well as the diverse contexts in which games are played, this article proposes to use the semiotic model of the ‘ludeme’. A ludeme is a minimal element in game design consisting of a grapheme, an acousteme, and a motifeme. We begin by explaining and situating the conceptual framework of the ludeme theory, with a specific interest in its application to repetitions of the same game element over time and through different digital games. Then, the theoretical framework is applied to SimCity BuildIt and particularly to the ‘dark patterns’ in it. In the last part, paths for further developments of the model of ludemic analysis are discussed, with regard to its
relevance for media education and digital game literacy.

KEY WORDS: dark patterns, digital game literacy, game analysis, ludeme, ludoliteracy, SimCity.

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