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Introduction
Research interests:
History of local gaming - Slovakia/Central and Eastern Europe, Narratives in video games, Critical discourse analysis of digital media/video games, Game mechanics
Skills and Expertise
Current institution
Publications
Publications (9)
This chapter delves into the world of Workers & Resources: Soviet Republic, a game that seeks to simulate the socialist economy of a Soviet bloc country spanning from the 1960s to the 1980s. The game is approached as a means of cultural memory creation, examined through the lenses of semiotics, game mechanics, and the perspectives of both developer...
The quality of a team in organizations has an impact on the success of the team in achieving their goals. Team building activities are one of the elements which can improve relationships in different kinds of teams. One of those can be playing competitive digital games, whether for teams working remotely or on site. This paper presents a case study...
Team cohesion, teamwork and team building are important constructs regarding teams and their performance in various organizations and environments. In this review, we sum- marize the current state of research on the influence of digital games on team cohesion and related constructs. We found a total of 7 studies that fit the criteria, resulting in...
The study presents preliminary research focused on the history of tabletop role-playing games (RPGs) in the former Czechoslovakia, especially Dungeons & Dragons (1974) and its local clone Dračí doupě (transl. Dragon’s Lair, 1990). Based on theoretical literature, period sources and semi-structured interviews with first-generation players, it gives...
While game-based learning has been extensively studied only over the last few decades, the use of game mechanics in pursuing specific educational goals is considered an ancient tradition. When we look at the current state of education in Slovakia, we can see that it has inherited much from the post-war era of Soviet influence (1945–1989) and theref...
This article explores how contemporary text-to-image (T2I) systems routinely minimise or “correct” aquiline noses in AI-generated images, a phenomenon the authors term “non-consensual rhinoplasty”. Despite explicit prompts for pronounced nasal features, many models systematically smooth out dorsal humps, with 92% of generated images displaying a no...
In the 1990s, two digital-game distribution companies were established in Slovakia. These companies started to distribute local game titles formally. Although digital games were created and distributed in Czechoslovakia before 1989, they were distributed informally at that time, mainly through computer clubs. Copyright Act No. 35/1965 did not prote...
Music videos are generally produced as a marketing tool to promote musicians and to help them reach a wider audience through the media with national or potentially global reach (cable television, internet platforms). Utilizing a rich arsenal of audiovisual means of expression together with the lyrical content of songs, the promotion aspect of music...