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  • 1.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    Ahány autista, annyi élet: Az autistalét hangjai az önéletírásban és a neurotipikus szerzők regényeiben2016In: Filológiai Közlöny, ISSN 0015-1785, Vol. 62, no 3, p. 168-186Article in journal (Refereed)
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  • 2.
    Makai, Péter Kristóf
    Linnaeus University, Faculty of Arts and Humanities, Department of Film and Literature.
    Ascending the Evolutionary Trees: The 'Epic of Evolution' Narrative in Games2020In: DIGRA Digital Library, Digra Digital Library , 2020Conference paper (Refereed)
    Abstract [en]

    The extended abstract outlines the analysis of games like Ancestors: The Humankind Odyssey (2019) and the incremental game Cell to Singularity - Evolution Never Ends (2019) in terms of the biological and technological trees the player 'ascends' by playing the game.

  • 3.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    Autism’s Loose Canon: Finding the Artist, Not The Autist2013In: Trends in American Culture in the Post-1960s Period: Proceedings of the 9th Biennial Conference of the Hungarian Association of American Studies / [ed] Zoltán Peterecz, Judit Szathmári, András Tarnóc, Eger: Líceum Kiadó , 2013, p. 221-232Chapter in book (Refereed)
  • 4.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    Autistic Consciousness Represented: Fictional Mental Functioning of a Different Kind2017In: Explorations of Consciousness in Contemporary Fiction / [ed] Teske, Joanna and Grzegorz Maziarczyk, Brill Academic Publishers, 2017, p. 56-71Chapter in book (Refereed)
  • 5.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    Befejezetlen múlt: a fogyasztás és a szórakoztatás utópiáinak térbeli kifejeződése a Disney-élményparkok Tomorrowlandjében és azon túl2015In: Apertúra, ISSN 1787-7245, Vol. 10, no 3Article in journal (Refereed)
    Abstract [hu]

    A páratlan népszerűségnek örvendő Disney-médiabirodalom az ötvenes években úttörő lépést tett meg a szórakoztatóipar világában: megalkotta az első élményparkot [theme park]. Disneyland mérföldkő volt a tömegszórakoztatásban, magas színvonalon kínált fizikai virtuális valóságot, ahol a látogatók belecsöppenhettek a Disney-filmek világába. A cikk a négy nagy régió közül a Tomorrowland példáján mutatja be Walt Disney technoutopizmusának térbeli kivetülését. A posztmodern gondolkodókkal ellentétben Tomorrowlandet történelmi kontextusba helyezve, az amerikai világkiállítások továbbéléseként mutatom be, és a Disney EPCOT-projektjén, a megvalósult Epcot Centeren, a készülő Tomorrowland film vírusmarketingjén és a The Sims 3: Into the Future kiegészítőjén át mutatom be, Walt Disney szentimentális modernizmusa hogyan öltött térbeli formát, milyen vizuális elemek segítik a futurisztikus térképződést, illetve, hogy a haladás eszméjének ikonikus reprezentációs hagyománya hogyan öröklődött tovább kortárs világunk szórakoztatóiparába.

  • 6.
    Makai, Péter Kristóf
    Linnaeus University, Faculty of Arts and Humanities, Department of Film and Literature.
    Beyond Fantastic Self-indulgence: Aesthetic Limits to World-building2019In: Sub-creating Arda: World-building in J.R.R.Tolkien's Work, its Precursors, and its Legacies / [ed] Dimitra Fimi, Thomas Honegger, Zolikofen: Walking Tree Publishers , 2019, p. 57-92Chapter in book (Refereed)
    Abstract [en]

    Contemporary fantasy and science-fiction construct original story-worlds to distance them from the primary world of the reader. This cognitive estrangement is supposed to perform a critical function, serving as a way to comment upon the social, economic and cultural relations of the author's primary world. This paper offers a cognitively infused criticism of the emphasis laid on world-building in today's SF/F fiction. In the contemporary media landscape, the proliferation of world-building fiction is largely due to the desperate need for the limitless expansion of successful intellectual property franchises. Rather than the plausibility of character actions and story arcs, these intellectual properties depend on the plausibility of the world for their success. Contrasting M. John Harrison's Viriconium universe and Jeff VanderMeer's The Southern Reach Trilogy with the aesthetics of world-building fiction, I employ a historico-critical approach to explore the limits of inner consistency in speculative writing and the (im)possibility of these story-worlds.

  • 7.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    From Neomedievalism to Retrofuturism: A Virtual Addition to the Genealogy of the Pleasure Ground2017In: Time and Temporality in Theme Parks / [ed] Filippo Carlà-Uhink, Florian Freitag, Sabrina Mittermeier, Ariane Schwarz, Hannover: Wehrhahn Verlag, 2017, p. 201-222Chapter in book (Refereed)
  • 8.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    Games and Gaming: Quantasy2014In: A Companion to J. R. R. Tolkien / [ed] Lee, Stuart D., London: Wiley-Blackwell, 2014, p. 530-544Chapter in book (Refereed)
  • 9.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    'No One Who Minds Is Here’: Redesigning the ‘Social Norms of Cognition’ for the Contemporary Autism Novel2013In: Americana : E-Journal of American Studies in Hungary, ISSN 1787-4637, E-ISSN 1787-4637, Vol. IX, no 2Article in journal (Refereed)
  • 10.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    Reading the Positronic Mind2017In: Isaac Asimov / [ed] M. Keith Booker, Ipswich, MA: Salem Press, 2017, p. 96-112Chapter in book (Refereed)
  • 11.
    Makai, Péter Kristóf
    Linnaeus University, Faculty of Arts and Humanities, Department of Film and Literature.
    Recycling Cardboard: Climate Change Board Games2020In: Paradoxa, ISSN 1079-8072, p. 1-27Article in journal (Refereed)
    Abstract [en]

    The article examines how climate change has been simulated in modern hobby boardgaming. It argues that, like other playful media, board games are an important vehicle for the communication of the scientific principles behind climate change because learning and applying the rules of the game imply a tacit acceptance of the logic of climate change, and the players’ agency activate problem-solving skills that highlight the social and political aspects of climate change action. The article investigates four board games, 20th Century, CO2: Second Chance, Rescue Polar Bears: Data and Temperature, and Keep Cool, including modifications to the original rules of CO2, to demonstrate the wealth and breadth of representing how human actions factor into the current climate crisis. Methodologically, the author merges theories from game studies and science communication to highlight how playful mechanisms can elucidate the abstract, sometimes barely perceptible changes of the climate to lay players.

  • 12.
    Makai, Péter Kristóf
    Independant Scholar.
    Taming the Gaming Imagination: The Hidden Lexicon of Video Gaming Themes2017In: Displacing the Anxieties of Our World: Spaces of the Imagination / [ed] Limpár, Ildikó, Newcastle-upon-Tyne: Cambridge Scholars Publishing, 2017, p. 26-43Chapter in book (Refereed)
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  • 13.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    The Paradox of Reading Autistic Fiction2017In: Exchanges between Literature and Science from the 1800s to the 2000s: Converging Realms / [ed] Márcia Lemos & Miguel Ramalhete Gomes, Newcastle-upon-Tyne: Cambridge Scholars Publishing, 2017, p. 188-204Chapter in book (Refereed)
  • 14.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    The Worlds Between the Stories: Narrative Space as Themed Entertainment in Jasper Fforde’s Œuvre2017In: Intertextuality, Intersubjectivity and Narrative Identity / [ed] Gaál-Szabó, Péter, Newcastle-upon-Tyne: Cambridge Scholars Publishing, 2017, p. 91-106Chapter in book (Refereed)
  • 15.
    Makai, Péter Kristóf
    Linnaeus University, Faculty of Arts and Humanities, Department of Film and Literature.
    Three Ways of Transmediating a Theme Park: Spatializing Storyworldsin Epic Mickey, the Monkey Island Series and Theme Park Management Simulators2019In: Transmediations: Communication across Media Borders / [ed] Niklas Salmose, Lars Elleström, New York & London: Routledge, 2019, p. 164-185Chapter in book (Refereed)
    Abstract [en]

    This chapter investigates how mass entertainment venues have been transformed into digital games. Analyzing Walt Disney’s Epic Mickey, the Monkey Island adventure game series, and theme park simulators such as Rollercoaster Tycoon showcases how games can transmediate individual theme parks and rides, the cultural logic of immersion in theme parks and the economic logic of ludic capitalism, respectively. The author identifies the phenomenon of “transmediation by proxy” as an attempt to use transmediation to make the metaleptical premise of digital games more believable, and “transmediation by bootstrapping” to highlight the extranarratival motivation for some storytelling solutions in said games.

  • 16.
    Makai, Péter Kristóf
    University of Szeged, Hungary.
    Torzalom és társadalom: európai szörnyszülöttek históriái2013In: Néprajzi Látóhatár, ISSN 1215-8097, Vol. 22, no 4, p. 135-137Article, book review (Refereed)
  • 17.
    Makai, Péter Kristóf
    Linnaeus University, Faculty of Arts and Humanities, Department of Film and Literature.
    Video Games as Objects and Vehicles of Nostalgia2018In: Humanities, E-ISSN 2076-0787, Vol. 7, no 4, article id 123Article in journal (Refereed)
    Abstract [en]

    Barely 50 years old, video games are among the newest media today, and still a source of fascination and a site of anxiety for cultural critics and parents. Since the 1970s, a generation of video gamers have grown up and as they began to have children of their own, video games have become objects evoking fond memories of the past. Nostalgia for simpler times is evident in the aesthetic choices game designers make: pixelated graphics, 8-bit music, and frustratingly hard levels are all reminiscent of arcade-style and third-generation console games that have been etched into the memory of Generation X. At the same time, major AAA titles have become so photorealistic and full of cinematic ambition that video games can also serve as vehicles for nostalgia by “faithfully” recreating the past. From historical recreations of major cities in the Assassin’s Creed series and L. A. Noire, to the resurrection of old art styles in 80 Days, Firewatch or Cuphead all speak of the extent to which computer gaming is suffused with a longing for pasts that never were but might have been. This paper investigates the design of games to examine how nostalgia is used to manipulate affect and player experience, and how it contributes to the themes that these computer games explore. Far from ruining video games, nostalgia nonetheless exploits the associations the players have with certain historical eras, including earlier eras of video gaming. Even so, the juxtaposition of period media and dystopic rampages or difficult levels critically comment upon the futility of nostalgia.

1 - 17 of 17
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