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June 2020 History Marketing Experience Criticism Psychology Social Aspects Future Editorial Journal Board Orientation Acta Ludologica Faculty of Mass Media Communication Vol. 3,Vol. No. 1 Theory Education Design Development Research June 2020 History Marketing Experience Criticism Psychology Social Aspects Future Editorial Journal Board Orientation Editor-In-Chief Acta Ludologica is a scientific journal in the field of games Zdenko Mago and digital games. The journal contains professional scientific reflections on digital games; it also offers Deputy Managing Editors academic discourses on games, especially media and Zuzana Kvetanová digital competencies, creation, design, marketing, Martin Solík research, development, psycho-logy, sociology, history and the future of digital games and game studies. Indexing Process Zuzana Kvetanová Acta Ludologica is a double-blind peer reviewed journal published twice a year. It focuses on theoretical studies, Technical Editors theoretical and empirical studies, research results and Miroslav Kapec their implementation into practice, as well as professional Zuzana Kvetanová publication reviews. English Editor Michael Valek Distribution Lenka Ďurišová Online Content Manager Johny Domanský Acta Ludologica Advisory Board Masayuki Uemura Vol. 3, No. 1, June 2020 Peter A. Bruck Małgorzata Łuszczak Publisher Juraj Malíček Hana Pravdová Faculty of Mass Media Communication Jaroslav Světlík University of Ss. Cyril and Methodius in Trnava Zora Hudíková Námestie Jozefa Herdu 2 917 01 Trnava Editorial Team SLOVAK REPUBLIC Anna Hurajová Michal Kabát Nikola Kaňuková IČO: 360 789 13 Price: 1,99 € Illustrations Natália Sklenčárová Published twice a year. Graphic Production Coordinator & Cover ISSN 2585-8599 Martin Klementis e-ISSN 2585-9218 Martin Graca EV 5620/18 ACTA LUDOLOGICA Editorial Contents The Year of Great Expectations... and Disappointments GAME The patience of gamers, actually the whole However, many scientific game conferences STUDIES digital-gaming community, has never be- have been postponed or cancelled because fore been tested to such an extent as last of the pandemic, game research has not Watch a Film, Play a Game – Play a Film, year, and 2020 should be the year of re- stopped, as evidenced by this issue. The Watch a Game: Notes on the ‘Intermedia- REVIEWS wards for all of that patience. The lengthy game studies section consists again of Presence’ of Digital Games in Cinema waiting for large and highly anticipated various topics present in digital games’ Martin Boszorád ............................................ Video Games and Well-being game titles is quite normal within the digital- discourse. For example, Martin Boszorád 4 gaming sector, but in this case, the line has investigates the intermedial aspects of the Kateryna Nykytchenko .................................... been crossed. Obviously, mainly titles are film and digital games relationship. Sherry ‘Is This a Joke?’: The Delivery of Serious 72 to blame – the new cyberpunk hit from the Yi analyses the serious side of satirical digi- Content through Satirical Digital Games Detroit: Become Human renowned Polish studio standing behind the tal games, and thus how satirical games can Sherry Yi ......................................................... Łukasz P. Wojciechowski ................................. remarkable The Witcher series, and the se- provide serious content within the game- 18 75 quel to the multi-award winning zombie-like based learning framework. The theoretical The Development of Ethical Education Mapping Digital Game Culture in China: post-apocalyptic PlayStation exclusive clas- potential of the digital-gaming principle, the through Digital Games: The Butterfly From Internet Addicts to Esports Athletes sic, charged by a strongly emotional story. butterfly effect, in the ethical education in- Effect Implementation Mária Kostelníková .......................................... The first, Cyberpunk 2077 from CD Projekt, spired by the game Detroit: Become Human Lenka Magová ................................................ 78 was originally announced back in 2012, so is examined by Lenka Magová. Silvester 32 gamers have been teased by various mar- Buček and Martina Kobetičová deal with Establishing New Genres in Digital Games: keting related to this game (including the the topic of establishing new genres within The Auto Battler Case Study casting of Keanu Reeves) for eight long digital games, while focusing on the growing Silvester Buček, Martina Kobetičová ........... years. In 2018, the game was confirmed Auto Battler class. 46 NEWS for all main gaming platforms, and at E3 Against the atmospheric background of the 2019, a release date of April 20, 2020 was recently released Doom Eternal, our inter- Collateral Growth: Digital-gaming Sector announced. Happiness has short-lived, be- view with the iconic game developer, John During the COVID-19 Outbreak cause even as the year began, the release Romero, returns to the original Doom as well Michal Kabát, Nikola Kaňuková, was delayed until September 17th. The sec- as discusses Romero’s legacy for the present INTERVIEW Alexandra Kukumbergová ............................... ond, The Last of Us: Part II from Naughty and future of the gaming sector. Scientific 80 Dog and Sony Interactive Entertainment reviews of the game Detroit: Become Human Romero Eternal has been postponed from February 2st1 and two new publications are followed by a Interview with John ROMERO to May 29th, 2020 (although rumours also special edition of News that deals with the Zdenko Mago .................................................. spread about December 31st, 2019) in the impact of the COVID-19 pandemic on the 68 autumn of 2019. As if that was not enough, digital gaming-sector in detail. At the end, ADD-ONS the COVID-19 outbreak has globally para- within Add-ons, Juraj Malíček develops his lyzed most economic sectors, and following reflections about games and toys. Games and Toys the logistical problems caused another de- In conclusion, even though the postpone- Juraj Malíček .................................................... lay, a new (hopefully the last) release date of ments of the abovementioned highly ex- 84 The Last of Us: Part II was set to June 19th, pected titles marginally affected the con- 2020. Gamers now have no choice but to tent of this issue (e.g., a planned review of hope that their patience (and in many cases The Last of Us: Part II, the release of which the money they spent on pre-orders) will be unfortunately did not meet the editorial rewarded as it was with the equally delayed deadline), I believe it will fulfil readers’ ex- Doom Eternal that exceeded all expectations pectations. on March 20th. The COVID-19 pandemic is an unpredictable variable that could fur- ther complicate things, but it is worth not- ing that, fortunately, of all sectors, it has Zdenko Mago probably affected digital-gaming the least. Acta Ludologica’s Editor-in-Chief 2 Editorial ACTA LUDOLOGICA Acta Ludologica 2020, Vol. 3, No. 1 ABSTRACT: The present study does not approach digital games per se and in accordance with the, so to speak, matter-of-course habitus, i. e. within the frame of game studies discourse (regardless of the ludology-narratology debate and probably even continuing tension), but rather in a wider cultural context and that by following essentially their relations to Watch a Film, Play a Game – other cultural contents and phenomena, cinema in particular. Hence the intermediality discourse is within the pursued reflection applied as, from the point of view of the au- thor, a fruitful framework. Intermediality can be legitimately approached as such a re- Play a Film, Watch a Game: lation between media which, as Petr Szczepanik1 puts it, 'creates indivisible fusions'. If we accept this thesis and utilize it as a starting point, film – connecting image, word Notes on the ‘Intermedia- and sound – appears to be intermedial apriori. On the basis of this and in connec- tion with digital games (which, by the way, can be in terms of the aforementioned un- Presence’ of Digital Games derstood as intermedial a priori, too), such cinematic works of art – naturally, pars pro toto – are in the centre of interest here in which the a priori intermedial character of film is in a sense amplified or rather brought to a square (film as 'intermedium2') – in Cinema in this case and context by evincing ties, implicit and/or explicit, to digital games. Martin Boszorád KEY WORDS: digital games, experience, film, intermedia, intermediality. Mgr. Martin Boszorád, PhD. Constantine the Philosopher University in Nitra Faculty of Arts Štefánikova 67 949 74 Nitra Introduction: Theme Song... SLOVAK REPUBLIC [email protected] in a Loop What can be perceived at least from the beginning of the third millennium as an undisputable, even ontological and – although there is a lot of supporting evidence also Martin Boszorád received his PhD. in the field of aesthetics after earlier studies in aesthetic education and German language and literature. He is currently the head of having the shape of various scientific outputs (papers, books, research projects, confer- the Institute of Literary and Artistic Communication (Constantine the Philosopher ences etc.)2 – axiomatic fact is that the intermediality discourse is lively indeed. After all, University in Nitra, Slovakia). His research interests include mainly the theorization as Jan Schneider already stated in 2008, “the word intermediality has in the contempo- of popular culture (in a wide sense). He has co-authored two monographs and five rary discourse on culture become a relatively frequent
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