Object

Title: Święci i psy. Wątki karnawałowe w grach typu sandbox

Creator:

Majkowski, Tomasz Z.

Date issued/created:

2017

Resource Type:

Article : original article

Subtitle:

Teksty Drugie Nr 3 (2017)

Publisher:

IBL PAN

Place of publishing:

Warszawa

Description:

21 cm ; Pol. text, eng. summary

References:

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6. M. M. Bachtin, Problemy poetyki Dostojewskiego, przeł. N. Modzelewska, PIW, Warszawa 1970, s. 195.
7. M. M Bachtin, Słowo w powieści, w: Problemy literatury i estetyki, przeł. W. Grajewski, Czytelnik, Warszawa 1982.
8. M. M. Bachtin, Twórczość Franciszka Rableais’ego a kultura ludowa średniowiecza i renesansu, przeł. um. A. A. Goreniowie, Wydawnictwo Literackie, Kraków 1975.
9. I. Bogost, Persuasive games: The expressive power of videogames. MIT Press, Cambridge 2007.
10. I. Bogost, Unit operations: An approach to videogame criticism. MIT press, Cambridge 2008.
11. M. Butler, On reality and simulation in an extra-moral sense w: S. Günzel (red.) Logic and structure of the computer game, Universitätsverlag Potsdam, Poczdam 2010, s. 212-231.
12. M. Cielecka, Brzemię interaktywności – erotyka i seksualność w grach komputerowych „Replay. The Polish Journal of Game Studies” 2014 nr 1, s. 39-47.
13. M. M. Chojnacki, „Flâneur” w piaskownicy – o doświadczeniu nawigowalnej przestrzeni w grach komputerowych, „Replay. The Polish Journal of Game Studies” 2014 nr 1.
14. M Consalvo, Console video games and global corporations: Creating a hybrid culture. “New Media & Society” 2006 nr 8, s. 117-137.
click here to follow the link
15. G. Frasca, Sim Sin City: some thoughts about Grand Theft Auto 3, “Game Studies” 2003 nr 2/3, http://www.gamestudies.org/0302/frasca (2 II 2017).
16. A. Gabbiadini i in., Acting like a tough guy: Violent-sexist video games, identification with game characters, masculine beliefs, & empathy for female violence victims. “PLoS one” 20-16, nr , 11 (4), http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0152121 (dostęp 11 06 2017).
17. A. R. Galloway, Gaming: Essays on algorithmic culture University of Minnesota Press, Minneapolis 2006.
18. N. Garrelts, (red.) The Meaning and Culture of Grand Theft Auto: critical essays, McFarland, Jefferson 2006.
19. Gregersen i T. Grodal, Embodiment and interface, w: B. Perron i M. Wolf Video game theory reader 2, Routledge, Nowy Jork 2008, s. 65-83.
20. J. Huizinga, Homo ludens, przeł. M. Kurecka, W. Wirpsza, Czytelnik, Warszawa 1985
21. L. Hutcheon, A theory of parody: The teachings of twentieth-century art forms. University of Illinois Press, Champaign 1985.
22. J. Juul, Half-real: Video games between real rules and fictional worlds. MIT press, Cambridge 2011.
23. J. Juul, Introduction to Game Time, w: N. Wardrip-Fruin i P. Harrigan (red) First Person: New Media as Story, Performance, and Game, MIT Press, Cambridge 2004, s. 131-142.
24. V-M Karhulahti, Double fine adventure and the double hermeneutic videogame Proceedings of the 4th International Conference on Fun and Games. ACM, 2012, s. 19-26.
25. R Kovert, T. Quandt (red.), The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games, Routledge, Nowy Jork 2015.
26. R. Klejver, Danzando con il grottesco moderno. Guerra, lavoro, gioco e rituale nei first person shooter run-and-gun w: M. Bittanti (red.) Gli strumenti del videogiocare. Logiche, estetiche e (v)ideologie, Costa & Nolan, Mediolan 2006, s. 223-249.
27. R. Klevjer, Enter the avatar: The phenomenology of prosthetic telepresence in computer games, w: J. R. Sageng, H. Fossheim, T. Larsen (red.) The philosophy of computer games, Springer Netherlands 2012, s. 17-38 .
28. P. Kubiński, Gry wideo. Zarys poetyki, Universitas, Kraków 2016.
29. D. L. Leonard, Not a Hater, Just Keepin'It Real. The Importance of Race-and Gender-Based Game Studies. “Games and Culture” 2006 nr 1, s. 83-88.
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31. T. Z. Majkowski, Różnojęzyczność gier wideo a sytuacja gracza. Rozpoznanie wstępne, “Wielogłos” 2015 nr 3 (25), s. 23-40.
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33. M. Petrowicz, Zasady przeciw immersji. Zaangażowanie w narrację i zaangażowanie w system formalny gry „Replay. The Polish Journal of Game Studies” 2015 nr 15, s. 35-49.
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35. P. Sterczewski, Czytanie gry „Teksty Drugie” 2012 nr 6, s. 210-228.
36. D. Vella, Player and Figure: An Analysis of a Scene in Kentucky Route Zero Proceedings of Nordic DiGRA 2014 Conference. 2014, http://www.digra.org/wp-content/uploads/digital-library/nordicdigra2014_submission_2.pdf (dostęp 11 06 2017).

Relation:

Teksty Drugie

Issue:

3

Start page:

155

End page:

177

Format:

application/pdf

Resource Identifier:

oai:rcin.org.pl:66253 ; 0867-0633 ; 10.18318/td.2017.3.9

Source:

IBL PAN, call no. P.I.2524 ; click here to follow the link

Language:

pol

Language of abstract:

eng

Rights:

Rights Reserved - Free Access

Terms of use:

Copyright-protected material. May be used within the limits of statutory user freedoms

Digitizing institution:

Institute of Literary Research of the Polish Academy of Sciences

Original in:

Library of the Institute of Literary Research PAS

Projects co-financed by:

Object collections:

Last modified:

Dec 20, 2018

In our library since:

Sep 26, 2018

Number of object content hits:

122

All available object's versions:

https://ww.w.rcin.org.pl/publication/85807

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