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Tibor Guzsvinecz

Biographic Data

ID6762623
NAMETibor Guzsvinecz
GIVEN NAMESTibor
FAMILY NAMEGuzsvinecz
SIGNATUREGUZSVINECZ T
AFFILIATIONSUniversity of Pannonia
ORCID0000-0003-3273-313X
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS0
WORKS AS AUTHOR4
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2021
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Beyond Fairy Tales

    Open Access•Tibor Guzsvinecz, Bendegúz Lajos Kovács et al.•ARTICLE•Games and Culture•2026

    Scholarship on FromSoftware's Souls games has read them largely as tests of skill, leaving open how they function as meaning-making narrative systems. This article introduces the post-fairy-tale narrative system as an analytic category: a structure that retains the symbolic apparatus of the fairy tale while withdrawing its guarantee structure, the assurance of moral clarity, closure, and restoration that folklore scholarship treats as the consoli…

  • Rip and Tear

    Open Access•Tibor Guzsvinecz, Judit Szűcs•ARTICLE•Games and Culture•2025•References: 4

    This article explores the construction of power fantasy and posthuman masculinity in the Doom series, mainly Doom (2016), Doom Eternal (2020), and Doom: The Dark Ages (2025). The study argues that the games construct a uniquely embodied fantasy of resilience through fast-paced violence, rhythm-based gameplay, and minimal narrative framing. Drawing on theories of affect, masculinity, and posthuman embodiment, the article positions the Doom Slayer …

  • Length and sentiment analysis of reviews about top-level video game genres on the steam platform

    Open Access•Tibor Guzsvinecz, Judit Szűcs•ARTICLE•Computers in Human Behavior•2023

    During game development, a common uncertainty revolves around the emotional reactions players might exhibit when experiencing newly released games. Understanding emotions and experiences of video game players is complex. As a first step, players can share their experiences of video games by writing reviews. By investigating these reviews, the emotions, experiences, concerns, and opinions of players can be understood. The goal of this study is to …

  • Using Analytics to Identify When Course Materials Are Accessed Relative to Online Exams during Digital Education

    Open Access•Tibor Guzsvinecz, Judit Szűcs•ARTICLE•Education Sciences•2021

    Face-to-face education has changed to blended or distance teaching due to the COVID-19 pandemic. Since education took a digital format, it can be investigated when course materials are accessed relative to online exams: are they opened before exams or during them? Therefore, four subjects were chosen for investigation at the University of Pannonia: one theoretical, one practical, and two that are both theoretical and practical were selected. Two …

No prominent works on this page.

  • Using Analytics to Identify When Course Materials Are Accessed Relative to Online Exams during Digital Education

    Open Access•Tibor Guzsvinecz, Judit Szűcs•ARTICLE•Education Sciences•2021

    Face-to-face education has changed to blended or distance teaching due to the COVID-19 pandemic. Since education took a digital format, it can be investigated when course materials are accessed relative to online exams: are they opened before exams or during them? Therefore, four subjects were chosen for investigation at the University of Pannonia: one theoretical, one practical, and two that are both theoretical and practical were selected. Two …

  • Length and sentiment analysis of reviews about top-level video game genres on the steam platform

    Open Access•Tibor Guzsvinecz, Judit Szűcs•ARTICLE•Computers in Human Behavior•2023

    During game development, a common uncertainty revolves around the emotional reactions players might exhibit when experiencing newly released games. Understanding emotions and experiences of video game players is complex. As a first step, players can share their experiences of video games by writing reviews. By investigating these reviews, the emotions, experiences, concerns, and opinions of players can be understood. The goal of this study is to …

  • Rip and Tear

    Open Access•Tibor Guzsvinecz, Judit Szűcs•ARTICLE•Games and Culture•2025•References: 4

    This article explores the construction of power fantasy and posthuman masculinity in the Doom series, mainly Doom (2016), Doom Eternal (2020), and Doom: The Dark Ages (2025). The study argues that the games construct a uniquely embodied fantasy of resilience through fast-paced violence, rhythm-based gameplay, and minimal narrative framing. Drawing on theories of affect, masculinity, and posthuman embodiment, the article positions the Doom Slayer …

  • Beyond Fairy Tales

    Open Access•Tibor Guzsvinecz, Bendegúz Lajos Kovács et al.•ARTICLE•Games and Culture•2026

    Scholarship on FromSoftware's Souls games has read them largely as tests of skill, leaving open how they function as meaning-making narrative systems. This article introduces the post-fairy-tale narrative system as an analytic category: a structure that retains the symbolic apparatus of the fairy tale while withdrawing its guarantee structure, the assurance of moral clarity, closure, and restoration that folklore scholarship treats as the consoli…

Computer Science (2 works) · Multimedia (2 works) · Psychology (2 works) · Ambiguity (1 work) · Analytics (1 work) · Artificial Intelligence in Games (1 work) · Cheating (1 work) · Cognition (1 work) · Cognitive psychology (1 work) · Data science (1 work)

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