Reception of video games content - importance of intermedial means of expression
DOI:
https://doi.org/10.26881/ae.2018.15.09Keywords:
gry wideo, gry komputerowe, zasoby kulturowe, immersja, komunikat wizualny, video games, computer games, cultural resources, immersion, visual messageAbstract
This article indicates the intermedial character of video games, briefy presents immersive and emmersive means of expression used by game developers and demonstrates impact of these mechanisms on the culture-forming function of this medium. Article also presents a synthesis of players' statements on cultural resources adopted from video games, based on thirty in-depth interviews conducted with players from different age groups. Particularly important part of presented issue is the relationship between various components of video games, especially the cultural layer and visual messages.
Modernisation of the journal's operations and translation into the English language of articles published in Ars Educandi in 2012-2017 were financed with funds from the Ministry of Science and Higher Education as a part of the task Science Promotion Activity (pl. DUN).
The task ‘The implementation of the editorial module on the platform of Uniwersyteckie Czasopisma Naukowe – a system facilitating the editing and management of the academic journal Ars Educandi‘ was financed as a part of contract 661/P-DUN/2018 of 12.06.2018 from funds of the Ministry of Science and Higher Education designated for the promotion of science.
The task ‘The creation of a modern online version of the academic journal Ars Educandi through the implementation of the publication module on the platform of Uniwersyteckie Czasopisma Naukowe and the handling of international indexing databases’ was financed as a part of contract 661/P-DUN/2018 of 12.06.2018 from funds of the Ministry of Science and Higher Education designated for the promotion of science.