ABSTRACT: The presented study dwells on the issue of game theory by Roger Caillois to be applied to the contemporary dimension of digital games. The actual attempt is to fi nd out the extent to which the game principle categories apply to media products, i.e. digital games. The paradigms by authors engaged in cultural anthropology, philosophy, psychology, and sociology, besides others, served as key theoretical groundwork for the present paper. Nevertheless, the theories concluded within media study addressing the game and game principles in contemporary society have not been excluded either. In essence, the theoretical refl ection introduces the basic terminology axis creating an apt platform for the game variants in use, to perform within the forms of new reality, i. e. virtual reality. The primary aim is to defi ne elementary concepts like “game”, “game principles”, “media or virtual space”, “digital game”, and “game genres”. Secondary is then to explicate certain game principles designated by Roger Caillois present in the particular game. Material to be applied for this study ranks among the genre of action games. “Action game” particularly is a digital genre that belongs to frequent genre types as well as RPG games, strategy and others. Drawing from this fact, one of the actual digital games called Mafia III was chosen for empirical study. The main purpose of the paper is through logical analysis to illustrate the issue of games, and subsequently point out the cases of their occurrence in the media space. Theoretical postulates by Roger Caillois are by author assumed to be potentially applicable to the current media reality of digital games that come under action genres.
KEY WORDS: action game, adrenaline, agon, alea, competition, digital game, fortune, game, game genres, game principles, ilinx, Mafia III, media reality, mimicry, physical and mental identity, risk, vertigo, virtual reality.
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