Roguelike Games

dc.contributor.authorSzabados, György Norbert
dc.contributor.authorBácsné Bába, Éva
dc.contributor.authorFenyves, Veronika
dc.contributor.authorBács, Zoltán
dc.contributor.authorMolnár, Anikó
dc.contributor.authorRáthonyi, Gergely
dc.contributor.authorRizwan, Hussain
dc.contributor.authorOrbán, Szabolcs Gergely
dc.date.accessioned2024-07-22T20:22:01Z
dc.date.available2024-07-22T20:22:01Z
dc.date.issued2023-04-10
dc.description.abstractThe spread of the gameable personal computers and game consoles resulted in the diversification of the video game genre, and from the 7th generation of the gaming consoles, the experience support of the games became largely enhanced. These games are now consumable owing to their resolution, the content, the plots are so fascinating so that they tie the gamer to the seat. Gamers seek experiences in the games. Still, such a special genre called roguelike was established, which is characterized by the constant termination of this world of experience in such a way that the gamer, as a results of the high level of difficulty, is obliged to start the game again and again. These new genre games are now leading titles of the new generation consoles, such as Demon’s Souls or the Returnal, gaining huge role in the introduction and sale of the new gaming console PS5. This study aims to reveal specifications of this genre, moreover, aims to describe through empirical research how gamers relate to it, and whether features of these games contribute to the devotion to them or lead to the disappointment from this world of experience. en
dc.description.abstractThe spread of the gameable personal computers and game consoles resulted in the diversification of the video game genre, and from the 7th generation of the gaming consoles, the experience support of the games became largely enhanced. These games are now consumable owing to their resolution, the content, the plots are so fascinating so that they tie the gamer to the seat. Gamers seek experiences in the games. Still, such a special genre called roguelike was established, which is characterized by the constant termination of this world of experience in such a way that the gamer, as a results of the high level of difficulty, is obliged to start the game again and again. These new genre games are now leading titles of the new generation consoles, such as Demon’s Souls or the Returnal, gaining huge role in the introduction and sale of the new gaming console PS5. This study aims to reveal specifications of this genre, moreover, aims to describe through empirical research how gamers relate to it, and whether features of these games contribute to the devotion to them or lead to the disappointment from this world of experience. hu
dc.formatapplication/pdf
dc.identifier.citationInternational Journal of Engineering and Management Sciences, Vol. 7 No. 4 (2022) , 80-92
dc.identifier.doihttps://doi.org/10.21791/IJEMS.2022.4.7.
dc.identifier.eissn2498-700X
dc.identifier.issue4
dc.identifier.jtitleInternational Journal of Engineering and Management Sciences
dc.identifier.urihttps://hdl.handle.net/2437/376125
dc.identifier.volume7
dc.languageen
dc.relationhttps://ojs.lib.unideb.hu/IJEMS/article/view/11610
dc.rights.accessOpen Access
dc.rights.ownerSzabolcs Gergely Orbán, György Norbert Szabados, Éva Bácsné Bába, Veronika Fenyves, Zoltán Bács, Anikó Molnár, Gergely Ráthonyi, Hussain Rizwan
dc.subjectsports managementen
dc.subjectgaming and esportsen
dc.subjectgaming consolesen
dc.subjectroguelikeen
dc.subjectpermadeathen
dc.subjectgaming and esportshu
dc.subjectgaming consoleshu
dc.subjectroguelikehu
dc.subjectsports managementhu
dc.titleRoguelike Gamesen
dc.typefolyóiratcikkhu
dc.typearticleen
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