National Repository of Grey Literature 4 records found  Search took 0.00 seconds. 
Image of religion in Bioshock. Infinite computer game
Kothera, Jiří ; Kostičová, Zuzana (advisor) ; Martínková, Libuše (referee)
Image of religion in Bioshock: Infinite computer game Master's thesis - Bc.Jiří Kothera Few mainstream computer games have caused such controversy as Bioshock: Infinite (Irrational Games, 2013). The third installment of the Bioshock series is set in the fictional city of Columbia in an alternate history of early twentieth century, which at first glance appears to be a perfect social utopia. After a while, however, the narrative begins to uncover the multilayered problems of society oppressed by a fraction of the white elite and religious fanaticism embodied by the character of Z.H.Comstock, the charismatic leader of the whole community. The popularity of the game and its stable position at the top of the various popularity charts are not only due to the attractive audiovisual processing and complex game mechanics. It is primarily a story that uses (for a mass audience product) an unprecedented amount of religious symbolism - especially Christian, historical references, polysemic story elements and the story based on the concepts of Frontier myth and American exceptionalism. This work deals with the analysis of narrative and religious-social phenomena appearing in the game, especially those that are directly related to the religious and nationalistic topics in the United States.
Representation of totalitarianism in videgames
Vimmr, Martin Kryšpín ; Švelch, Jaroslav (advisor) ; Hladík, Radim (referee)
This thesis examines the topic of representation of totalitarianism in videogames. It aims to show how the totalitarianism is depicted in selected games and whether the videogame as a medium has some influence on this depiction. Theoretical part introduces and examines all sorts of different approaches, based on which one can study videogame as a medium. An argument about the videogames as a medium of control is presented further on and is also discussed in relation with totalitarianism. Second half of theoretical chapter focuses on definition of totalitarianism which is used in the case studies later on. Empirical part analyzes four games - Half-life 2, Papers, please, Wolfenstein: the New Order and BioShock with focus on representation of totality or dystopia. The games are analyzed both with regards to their rules and fiction. The conclusion shows that totalitarianism was represented mostly by its outer activities rather than ideology which were usually represented rather marginally. However, in all cases there could be found some examples of how was the representation of totalitarianism used to merge with system of control in games.

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