Zjawisko kultury gier wideo w nowoczesnym społeczeństwie
Olexander Horban
Department of Philosophy, Borys Grinchenko Kyiv University, Marshala Tymoszenko St. 13-b, 04212, Kyiv, Ukrainehttps://orcid.org/0000-0003-2321-5963
Ruslana Martych
Department of Philosophy, Borys Grinchenko Kyiv University, Marshala Tymoszenko St. 13-b, 04212, Kyiv, Ukrainehttps://orcid.org/0000-0002-7755-4496
Maria Maletska
Department of Philosophy, Borys Grinchenko Kyiv University, Marshala Tymoszenko St. 13-b, 04212, Kyiv, Ukrainehttps://orcid.org/0000-0003-3123-9500
Abstrakt
W artykule prowadzona jest analiza gier wideo jako szczególnego rodzaju rzeczywistości społecznej z jej specyficznymi relacjami podmiot-przedmiot i podmiot-podmiot. W epoce cyfrowej rzeczywistości gry wideo stały się dominującym rodzajem gier i tworzą jedyny w swoim rodzaju fenomen kulturowy. Wyjątkowość kultury gier wideo polega na tym, że tworzą one specjalną przestrzeń i społeczność, specyficzne zasady i etykę, tworzą własne unikalne materiały i wirtualne artefakty. Kultura gier wideo ma znaczący wpływ na socjalizację, światopogląd i orientacje wartości człowieka jako poszczególnej jednostki.
Słowa kluczowe:
gra, kultura, gra wideo, zjawisko, kultura gier wideo, grywalizacjaBibliografia
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Wittgenstein Ludwig, 1922, Tractatus Logico-Philosophicus, trans. C. K. Ogden, Ed. & Trans., London: Kegan Paul, Trench, Trubner & Co., Ltd.
Andrew Murphie, John Potts, 2003, Culture and Technology, Houndmills, Basingstoke, UK: Palgrave Macmillan.
Arjoranta Jonne, 2014, Game Definitions: A Wittgensteinian Approach, Game Studies: the international journal of computer game research, 14 (1), http://gamestudies.org/1401/articles/arjoranta (15.05.2019).
Arjoranta Jonne, 2019, How to Define Games and Why, https://doi.org/10.31235/osf.io/abhdm (15.05.2019).
Asperti Andrea, Pieri Carlo de, Pedrini Gianmaria, 2017, Rogueinabox: an environment for roguelike learning, International Jounral of Computers, vol. 2, p. 146–154.
Bergonse Rafaello, 2017, Fifty Years on, What Exactly is a Videogame? An Essentialistic Definitional Approach, The Computer Games Journal No. 6(4), p. 239-255. DOI: 10.1007/s40869-017-0045-4.
Boomer Jason, Harwood Tracy, Garry Tony, 2018, Value Transformation in the ‘Let’s Play’ Gaming Subculture, Journal of Creating Value, No. 4(2), p. 229–242. doi: 10.1177/2394964318804705.
Cyberculture: The Key Concepts, 2004, ed. by David Bell, Brian D. Loader, Douglas Schuler, Nicholas Pleace, Taylor & Francis.
Digital culture, Play, and Identity: A World of Warcraft Reader, 2008, ed. by Hilde G. Corneliussen and Jill Walker Rettberg, Cambridge, Mass.: The MIT Press.
Digital Video Game Trends and Stats for 2019, 2019, https://filmora.wondershare.com/infographic/video-game-trends-and-stats.html (20.05.2019).
Eliot Thomas Stearns, 1949, Notes Towards the Definition of Culture, New York: Harcourt, Brace, and Co.
Estimated number of World of Warcraft subscribers from 2015 to 2023 (in millions), 2019, https://www.statista.com/statistics/276601/number-of-world-of-warcraft-subscribers-by-quarter/ (20.05.2019).
Foster Lisa B., 2016, Effects of Video Game Streaming on Consumer Attitudes and Behaviors, Electronic Theses and Dissertations, Paper 3041, http://dc.etsu.edu/etd/3041 (19.05.2019).
Frasca Gonzalo, 1999, Ludology Meets Narratology. Similitude and Differences between (Video)games and Narrative, Helsinki: Parnasso#3, p. 365-371.
Horban Olexandr, Maletska Maria, 2018, Basic approaches to the definition of the concept of "videogame" as an element of modern scientific discourse, Skhid, № 3(155), p. 29-33. DOI: https://doi.org/10.21847/1728-9343.2018.3(155).139675.
Huizinga Johan, 1949, Homo Ludens: A Study of the Play-Element in Culture, London: Routledge & Kegan Paul.
Krumm John, Davies Nigel, Narayanaswami Chandra, 2008, User-Generated Content, IEEE Pervasive Computing, vol. 7, No. 4, p. 10-11, doi: 10.1109/MPRV.2008.85.
Nardone Rosy, 2017, Videogames between ethics and politics, Ricerche di Pedagogia e Didattica, Journal of Theories and Research in Education, No. 12(2), p. 41-55, https://doi.org/10.6092/issn.1970-2221/7072.
Oqvist Gustav, 2008, Ethics and Morality in a World of Warcraft, http://www.it.uu.se/grad/courses/etik07/Gustav.pdf (15.05.2019).
Pietschmann Daniel, Liebold Benny, Valtin Georg, 2017, The MMORPG Designer’s Journey. Casualization and its Consequences for Social Interactions, New Perspectives on the Social Aspects of Digital Gaming. Multiplayer 2, ed. by Rachel Kowert, Thorsten Quandt, https://doi.org/10.4324/9781315629308.
Sicart Miguel, 2005, Game, Player, Ethics: A Virtue Ethics Approach to Computer Games, International Review of Information Ethics, No. 4 (12), p. 13-18.
Spencer-Oatey Helen, 2012, What is culture? A compilation of quotations, GlobalPAD Core Concepts, Available at GlobalPAD Open House, http://wrap.warwick.ac.uk/74260/ (07.05.2019).
Surber Jere P., 1998, Culture and critique: An introduction to the critical discourses of cultural studies, Denver, CO: Westview Press.
Tharp Bruce M., 2009, Defining “Culture” and “Organizational Culture”: From Anthropology to the Office, Haworth, https://www.thercfgroup.com/files/resources/Defining-Culture-and-Organizationa-Culture_5.pdf (09.05.2019).
Top 10 Zero Player Games, 2017, https://medium.com/@thebyteroad/top-10-zero-player-games-d55a7346e2d7 (20.05.2019).
Wittgenstein Ludwig, 1922, Tractatus Logico-Philosophicus, trans. C. K. Ogden, Ed. & Trans., London: Kegan Paul, Trench, Trubner & Co., Ltd.
Horban, O., Martych, R., & Maletska, M. (2019). Zjawisko kultury gier wideo w nowoczesnym społeczeństwie. Studia Warmińskie, 56, 123–135. https://doi.org/10.31648/sw.4314
Olexander Horban
Department of Philosophy, Borys Grinchenko Kyiv University, Marshala Tymoszenko St. 13-b, 04212, Kyiv, Ukraine
https://orcid.org/0000-0003-2321-5963
Department of Philosophy, Borys Grinchenko Kyiv University, Marshala Tymoszenko St. 13-b, 04212, Kyiv, Ukraine
https://orcid.org/0000-0003-2321-5963
Ruslana Martych
Department of Philosophy, Borys Grinchenko Kyiv University, Marshala Tymoszenko St. 13-b, 04212, Kyiv, Ukraine
https://orcid.org/0000-0002-7755-4496
Department of Philosophy, Borys Grinchenko Kyiv University, Marshala Tymoszenko St. 13-b, 04212, Kyiv, Ukraine
https://orcid.org/0000-0002-7755-4496
Maria Maletska
Department of Philosophy, Borys Grinchenko Kyiv University, Marshala Tymoszenko St. 13-b, 04212, Kyiv, Ukraine
https://orcid.org/0000-0003-3123-9500
Department of Philosophy, Borys Grinchenko Kyiv University, Marshala Tymoszenko St. 13-b, 04212, Kyiv, Ukraine
https://orcid.org/0000-0003-3123-9500