The Aesthetics of Agency in Video Games

The aim of this book is to indicate and characterize the relationship between the phenomenon of agency and the aesthetics of the video game medium. The author analyzes the properties of interactive texts that allow their users to feel the pleasure of influencing the virtual spaces or the course of e...

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Glavni avtor: Chojnacki, Marcin M.
Format: Online
Jezik:poljščina
Izdano: Wydawnictwo Uniwersytetu Łódzkiego 2025
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author Chojnacki, Marcin M.
author_browse Chojnacki, Marcin M.
author_facet Chojnacki, Marcin M.
author_sort Chojnacki, Marcin M.
collection Directory of Open Access Books
description The aim of this book is to indicate and characterize the relationship between the phenomenon of agency and the aesthetics of the video game medium. The author analyzes the properties of interactive texts that allow their users to feel the pleasure of influencing the virtual spaces or the course of events taking place within them. Therefore, the book has been divided into two parts: theoretical, which organizes the existing definitions and types of agency typical for video games, and analytical, that presents a layered model of agency. Author presents four levels that organize player experience: simulation, narration, rules, and meta-agency, which gathers numerous activities beyond gameplay. The following chapters explore issues such as: reception and transformation of the gameplay aesthetics, user experience and emotions, differentiation of player’s agency, interface functions, agency mechanics, and agential dissonance. The book also contains extensive analyzes of three high-budget mainstream games: The Legend of Zelda: Breath of the Wild (Nintendo, 2017), Witcher 3: Wild Hunt (CD Projekt RED, 2015) with Blood and wine expansion (CD Projekt RED, 2016) and Grand Theft Auto V (RockStar Games, 2013).
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institution Directory of Open Access Books
language pol
publishDate 2025
publishDateRange 2025
publishDateSort 2025
publisher Wydawnictwo Uniwersytetu Łódzkiego
publisherStr Wydawnictwo Uniwersytetu Łódzkiego
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spelling doab-20.500.12854ir-1544032025-03-07T12:59:56Z The Aesthetics of Agency in Video Games Chojnacki, Marcin M. user experience interactivity agency video games aesthetics The aim of this book is to indicate and characterize the relationship between the phenomenon of agency and the aesthetics of the video game medium. The author analyzes the properties of interactive texts that allow their users to feel the pleasure of influencing the virtual spaces or the course of events taking place within them. Therefore, the book has been divided into two parts: theoretical, which organizes the existing definitions and types of agency typical for video games, and analytical, that presents a layered model of agency. Author presents four levels that organize player experience: simulation, narration, rules, and meta-agency, which gathers numerous activities beyond gameplay. The following chapters explore issues such as: reception and transformation of the gameplay aesthetics, user experience and emotions, differentiation of player’s agency, interface functions, agency mechanics, and agential dissonance. The book also contains extensive analyzes of three high-budget mainstream games: The Legend of Zelda: Breath of the Wild (Nintendo, 2017), Witcher 3: Wild Hunt (CD Projekt RED, 2015) with Blood and wine expansion (CD Projekt RED, 2016) and Grand Theft Auto V (RockStar Games, 2013). 2025-03-07T12:59:50Z 2025-03-07T12:59:50Z 2022 book ONIX_20250307_9788382208474_584 9788382208474 9788382208467 https://directory.doabooks.org/handle/20.500.12854/154403 pol Art – Media – Culture image/jpeg Attribution-NonCommercial-NoDerivatives 4.0 International https://www.press.uni.lodz.pl/index.php/wul/catalog/book/363 Wydawnictwo Uniwersytetu Łódzkiego electronic 10.18778/8220-846-7 The aim of this book is to indicate and characterize the relationship between the phenomenon of agency and the aesthetics of the video game medium. The author analyzes the properties of interactive texts that allow their users to feel the pleasure of influencing the virtual spaces or the course of events taking place within them. Therefore, the book has been divided into two parts: theoretical, which organizes the existing definitions and types of agency typical for video games, and analytical, that presents a layered model of agency. Author presents four levels that organize player experience: simulation, narration, rules, and meta-agency, which gathers numerous activities beyond gameplay. The following chapters explore issues such as: reception and transformation of the gameplay aesthetics, user experience and emotions, differentiation of player’s agency, interface functions, agency mechanics, and agential dissonance. The book also contains extensive analyzes of three high-budget mainstream games: The Legend of Zelda: Breath of the Wild (Nintendo, 2017), Witcher 3: Wild Hunt (CD Projekt RED, 2015) with Blood and wine expansion (CD Projekt RED, 2016) and Grand Theft Auto V (RockStar Games, 2013). 10.18778/8220-846-7 83bfe9c9-323d-4283-b087-d859fd9af314 9788382208474 9788382208467 electronic open access
spellingShingle user experience
interactivity
agency
video games
aesthetics
Chojnacki, Marcin M.
The Aesthetics of Agency in Video Games
title The Aesthetics of Agency in Video Games
title_full The Aesthetics of Agency in Video Games
title_fullStr The Aesthetics of Agency in Video Games
title_full_unstemmed The Aesthetics of Agency in Video Games
title_short The Aesthetics of Agency in Video Games
title_sort aesthetics of agency in video games
topic user experience
interactivity
agency
video games
aesthetics
topic_facet user experience
interactivity
agency
video games
aesthetics
url ONIX_20250307_9788382208474_584
work_keys_str_mv AT chojnackimarcinm theaestheticsofagencyinvideogames
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