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Petri Net Modeling: Analyzing Rule-Based Representations of Religion in Video Games

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11210%2F18%3A10389162" target="_blank" >RIV/00216208:11210/18:10389162 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://doi.org/10.4324/9781315518336" target="_blank" >https://doi.org/10.4324/9781315518336</a>

  • DOI - Digital Object Identifier

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Petri Net Modeling: Analyzing Rule-Based Representations of Religion in Video Games

  • Popis výsledku v původním jazyce

    The primary aim of this chapter is to present a qualitative method, Petri Net Modeling (PNM), as a methodological and interpretative framework for the analysis of rule-based representations of religion in video games. In a nutshell, Petri net can be used for modeling, analyzing and designing discrete event systems. It can be applied to many different areas; including the design and analysis of software applications and video games. In the case of video game rule-system analysis, PNM enables the graphical representation of actions players can take during the game and their possible outcomes using a formally-defined structure. The case study presented in this chapter serves as an example that highlights the use of PNM on a concrete video game and explains possible further interpretative approaches. It analyzes rule-based representations of Catholic Christianity, Sunni Islam and Iroquois religious beliefs in the strategy game, Age of Empires III: The WarChiefs (Ensemble Studios 2006). In particular, the research questions for my case study are as follows: (1) How is religion, in general, represented on the level of the game&apos;s rule-system? (2) What are the differences and similarities between the rule-based representations of Catholic Christianity, Sunni Islam and Iroquois religious beliefs in the game? The case study provides empirical evidence on how, on the rule-system level, all three religions are schematized and reduced to a system of effects and bonuses that makes players more economically and military powerful. Nevertheless, while rule-based representations of Catholic Christianity and Sunni Islam are almost identical and both religions are presented as essentially &quot;European,&quot; Iroquois religious practice is othered and its representation manifests post-colonial bias.

  • Název v anglickém jazyce

    Petri Net Modeling: Analyzing Rule-Based Representations of Religion in Video Games

  • Popis výsledku anglicky

    The primary aim of this chapter is to present a qualitative method, Petri Net Modeling (PNM), as a methodological and interpretative framework for the analysis of rule-based representations of religion in video games. In a nutshell, Petri net can be used for modeling, analyzing and designing discrete event systems. It can be applied to many different areas; including the design and analysis of software applications and video games. In the case of video game rule-system analysis, PNM enables the graphical representation of actions players can take during the game and their possible outcomes using a formally-defined structure. The case study presented in this chapter serves as an example that highlights the use of PNM on a concrete video game and explains possible further interpretative approaches. It analyzes rule-based representations of Catholic Christianity, Sunni Islam and Iroquois religious beliefs in the strategy game, Age of Empires III: The WarChiefs (Ensemble Studios 2006). In particular, the research questions for my case study are as follows: (1) How is religion, in general, represented on the level of the game&apos;s rule-system? (2) What are the differences and similarities between the rule-based representations of Catholic Christianity, Sunni Islam and Iroquois religious beliefs in the game? The case study provides empirical evidence on how, on the rule-system level, all three religions are schematized and reduced to a system of effects and bonuses that makes players more economically and military powerful. Nevertheless, while rule-based representations of Catholic Christianity and Sunni Islam are almost identical and both religions are presented as essentially &quot;European,&quot; Iroquois religious practice is othered and its representation manifests post-colonial bias.

Klasifikace

  • Druh

    C - Kapitola v odborné knize

  • CEP obor

  • OECD FORD obor

    50803 - Information science (social aspects)

Návaznosti výsledku

  • Projekt

  • Návaznosti

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2018

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název knihy nebo sborníku

    Methods for Studying Video Games and Religion

  • ISBN

    978-1-138-69871-0

  • Počet stran výsledku

    19

  • Strana od-do

    133-151

  • Počet stran knihy

    221

  • Název nakladatele

    Routledge

  • Místo vydání

    New York

  • Kód UT WoS kapitoly