Małgorzata Ćwil

Mrs. Małgorzata Ćwil

Kozminski University

Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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24 August 2020 in Simulation & Gaming
Verified
Journal Article
Open access
PDF file
MĆMałgorzata Ćwil
Małgorzata Ćwil
WHWilliam Thomas Howe
William Thomas Howe
Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played, and the platforms used. It was conducted among 223 students who play video games. Results. The results show that there are both similarities and differences in the meaning of gamer identity between Poland and the United States. People who consider themselves gamers generally spend more time playing games than non-gamers regardless of the country. However, some differences can be spotted between Poland and the U.S. concerning among others types of games played, used platforms or different styles of playing video games. Limitations and further research. The main problem in the study was the limited age range in the sample. In the future it seems valuable to include people of different age groups to broaden the study of self-identified gamer identity.

23 August 2021 in Energies
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Journal Article
Open access
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MĆMałgorzata Ćwil
Małgorzata Ćwil
Witold BartnikWitold Bartnik
Witold Bartnik
Sebastian JarzebowskiSebastian Jarzebowski
Sebastian Jarzebowski
Railway transit forms the backbone of sustainable transportation systems, which are necessary to limit the effects of global warming. In this paper, the authors seek to determine whether there is a statistically significant difference in energy consumption between distinct railway vehicle types. Firstly, the energy consumption measurement methods in the railway transportation sector are described and compared to each other in respect to precision and cost. Secondly, the use of energy consumption as a criterion in rolling stock tenders with the associated norm is analysed, particularly with regard to the life-cycle cost of railway vehicles. In the next part real life data on energy consumption of six distinct passenger electrical railway vehicle types is presented and analysed in order to compare the efficiency of different types of rolling stock. The differences in energy efficiency between rolling stock types may be used to improve the procurement process ensuring train operating companies obtain less energy-consuming vehicles.

8 June 2019
Verified
Book Chapter
Closed access
PDF file
MJMichał Jakubowski
Michał Jakubowski
MWMarcin Wardaszko
Marcin Wardaszko
AWAnna Winniczuk
Anna Winniczuk
BPBłażej Podgórski
Błażej Podgórski
MĆMałgorzata Ćwil
Małgorzata Ćwil

1 January 2019 in International Journal of Learning and Teaching
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Journal Article
Closed access
MĆMałgorzata Ćwil
Małgorzata Ćwil
International Journal of Learning and Teaching (IJLT)


1 January 2019
Verified
Conference Paper
Open access
PDF file
MWMarcin Wardaszko
Marcin Wardaszko
MĆMałgorzata Ćwil
Małgorzata Ćwil
PCPrzemysław Chojecki
Przemysław Chojecki
KDKajetan Dąbrowski
Kajetan Dąbrowski
Matchmaking systems are one of the core features of experience in online gaming. Matchmaking systems influence player satisfaction, engagement, and churn risk. The paper looks into the current state of the theoretical and practical implementation of such systems in the mobile gaming industry. We propose a basic classification of matchmaking systems into random and quasi-random, skill-based, role-based, technical factor-based, and engagement based. We also offer an analysis of matchmaking systems in 16 leading mobile eSport games. The dominant industry solution is skill and rank based systems with a different level of skill depth measurement. In the further part of the paper, we present a theoretical model of engagement and a time-optimized model.