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Alesja Serada

Dados Biográficos

ID660229
NOMEAlesja Serada
PRENOMESAlesja
SOBRENOMESerada
ASSINATURASERADA A
AFILIAÇÕESUniversity of Vaasa
ORCID0000-0001-6559-7686
VERIFICADOSim
TOTAL DE OBRAS4
TOTAL DE CITAÇÕES0
TOTAL COMO AUTOR4
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO2021
ANO MAIS RECENTE DE PUBLICAÇÃO2024
ÍNDICE H0
  • Who Speaks Tho Fan? Deconstructing the Constructed Language of Jade Empire

    Open Access•Alesja Serada, Alesha Serada•ARTICLE•CyberOrient•2024

    Despite being the largest East Asian country, China is underrepresented in video games, particularly those produced in the West. This article examines the video game Jade Empire (2005), developed by the acclaimed Canadian studio Bioware. Despite its age and now historical status in video game culture, Jade Empire remains one of the few relatively successful standalone video games based on Chinese culture (or appropriation thereof) created in the …

  • Fancies explained

    Open Access•Alesja Serada•ARTICLE•Eludamos: Journal for Computer…•2023•Referências: 4

    The concept of symbolic capital, introduced by Pierre Bourdieu (1986), has been applied to explain the circulation of value between game communities and the industry. The bottom-up approach can be found in the studies of so-called “gaming capital” accumulated by gamers (Consalvo, 2009), while the top-down approach focuses on the agents who hold the most power in the gaming industry (Nichols, 2013). These perspectives may require reconfiguration t…

  • CryptoKitties and the New Ludic Economy

    Open Access•Alesja Serada, Tanja Sihvonen et al.•ARTICLE•Games and Culture•2021

    This article analyzes specific characteristics of value created through digital scarcity and blockchain-proven ownership in cryptogames. Our object of study is CryptoKitties, the first instance of a blockchain-based game that has garnered media recognition and financial interest. The objective of this article is to demonstrate the limits of scarcity in value construction for owners of CryptoKitties tokens, manifested as breedable virtual cats. Ou…

  • Death and the Plague in The Story of Wanderings

    Open Access•Alesja Serada, Alesha Serada•ARTICLE•Mortality•2021

    Little known beyond the Russian speaking world, The Story of Wanderings is a dark fantasy film produced in the late period of the Soviet cinema. The film was classified as a children’s film by the director, film critics, and the state. Produced by Mosfilm, the third oldest and the most influential film studio in Soviet Russia, it is a rare example of Soviet children’s horror, featuring several death scenes and a personified plague. Death’s presen…

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  • CryptoKitties and the New Ludic Economy

    Open Access•Alesja Serada, Tanja Sihvonen et al.•ARTICLE•Games and Culture•2021

    This article analyzes specific characteristics of value created through digital scarcity and blockchain-proven ownership in cryptogames. Our object of study is CryptoKitties, the first instance of a blockchain-based game that has garnered media recognition and financial interest. The objective of this article is to demonstrate the limits of scarcity in value construction for owners of CryptoKitties tokens, manifested as breedable virtual cats. Ou…

  • Death and the Plague in The Story of Wanderings

    Open Access•Alesja Serada, Alesha Serada•ARTICLE•Mortality•2021

    Little known beyond the Russian speaking world, The Story of Wanderings is a dark fantasy film produced in the late period of the Soviet cinema. The film was classified as a children’s film by the director, film critics, and the state. Produced by Mosfilm, the third oldest and the most influential film studio in Soviet Russia, it is a rare example of Soviet children’s horror, featuring several death scenes and a personified plague. Death’s presen…

  • Fancies explained

    Open Access•Alesja Serada•ARTICLE•Eludamos: Journal for Computer…•2023•Referências: 4

    The concept of symbolic capital, introduced by Pierre Bourdieu (1986), has been applied to explain the circulation of value between game communities and the industry. The bottom-up approach can be found in the studies of so-called “gaming capital” accumulated by gamers (Consalvo, 2009), while the top-down approach focuses on the agents who hold the most power in the gaming industry (Nichols, 2013). These perspectives may require reconfiguration t…

  • Who Speaks Tho Fan? Deconstructing the Constructed Language of Jade Empire

    Open Access•Alesja Serada, Alesha Serada•ARTICLE•CyberOrient•2024

    Despite being the largest East Asian country, China is underrepresented in video games, particularly those produced in the West. This article examines the video game Jade Empire (2005), developed by the acclaimed Canadian studio Bioware. Despite its age and now historical status in video game culture, Jade Empire remains one of the few relatively successful standalone video games based on Chinese culture (or appropriation thereof) created in the …

Ancient history (2 obras) · Art (2 obras) · Cinema and Media Studies (2 obras) · Computer Science (2 obras) · Digital Games and Media (2 obras) · History (2 obras) · Aesthetics (1 obras) · Analytics (1 obras) · Argument (complex analysis (1 obras) · Artificial Intelligence (1 obras)

Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae