Object structure

Title:

„Czy ja tak brzmię?” Autokreacja i immunizacja w serii Mass Effect

Subtitle:

Teksty Drugie Nr 3 (2017)

Creator:

Zarzycka, Agata

Publisher:

IBL PAN

Place of publishing:

Warszawa

Date issued/created:

2017

Description:

21 cm ; Pol. text, eng. summary

Subject and Keywords:

self-creation ; immunization ; video games

References:

1. T. Apperly i J. Clemens, The biopolitics of gaming: Avatar-player self-reflexivity in Assassin’s Creed II, w: The play versus story divide in game studies, red. M. W. Kapell, McFarland, Jefferson 2016, s. 110-124. ; 2. BioWare, Mass Effect 3: Citadel, Electronic Arts, Redwood City 2013. ; 3. BioWare, Mass Effect 3, Electronic Arts, Redwood City 2012. ; 4. BioWare, Mass Effect 2, Electronic Arts, Redwood City 2010. ; 5. BioWare, Mass Effect, Microsoft Game Studios, Redmond 2007. ; 6. J. Bizzocchi i J. Tannenbaum, Mass Effect 2: A case study in the design of a video game narrative, “Bulletin of science, technology & society” 2012 nr 32/5, s. 393-404. ; 7. R. Esposito, Pojęcia polityczne: Wspólnota, immunizacja, biopolityka, przeł. K. Burzyk, M. Burzyk, M. Surma-Gawłowska, J. T. Ugniewska-Dobrzańska, M. Wrana, wstęp M. Burzyk, Universitas, Kraków 2015. ; 8. M. Foucault, Hermeneutyka podmiotu, oprac. F. Gros, przeł. M. Herer, Wydawnictwo Naukowe PWN, Warszawa 2012. ; 9. S. Greenblatt, Przy magnackim stole: More’a autokreacja i negacja własnego ‘ja’. Dialog o pociesze przeciw utrapieniu: ‘Jego własna rola’”, w: Stephen Greenblatt: Poetyka kulturowa: Pisma wybrane, red. i wstęp K. Kujawińska-Courtney, przeł. W. Ostrowski i K. Kwapisz Williams, Universitas, Kraków 2006, s. 1-37. ; 10. S. Holmes, Playing past the ‘straight white gamer’: From modding Edwin(a) to bisexual Zevran in BioWare Games, w: Gender and sexuality in contemporary popular fantasy: Beyond boy-wizards and kick-ass chicks, red. J. Roberts i E. MacCallum-Stewart, Routledge, Nowy Jork–Londyn 2016, s. 117-132. ; 11. H. Jenkins, M. Ito i d. boyd Participatory culture in a networked era: A conversation on youth, learning, commerce and politics, Polity, Cambridge 2016. ; 12. H. Jenkins, Kultura konwergencji: Zderzenie starych i nowych mediów, przeł. M. Bernatowicz i M. Filiciak, Wydawnictwa Akademickie i Profesjonalne, Warszawa 2007. ; 13. H. Jenkins, Textual poachers: Television fans and participatory culture, Routledge, Nowy Jork–Londyn 1992. ; 14. L. Joyce, Assessing Mass Effect 2 and Elder Scrolls V: Skyrim: Using collaborative criteria for player agency in interactive narratives, “Journal of games criticism” 2016 nr 3, wyd. dodatkowe A. http://gamescriticism.org/articles/joyce-3-a/ (15.11.2016) ; 15. K. Jørgensen, Game characters as narrative devices. A comparative analysis of Dragon Age: Origins and Mass Effect 2, “Eludamos. Journal for computer game culture” 2010 nr 4/2, s. 315-316. ; 16. R. Klevjer, Enter the avatar. The phenomenology of prosthetic telepresence in computer games, w: The philosophy of computer games, red. H. Fossheim, T. Mandt Larsen i J. R. Sageng, Springer, Londyn–Nowy Jork 2012, s. 17-38. ; 17. R. Muzyka, To Mass Effect 3 players, from Dr. Ray Muzyka, co-founder of BioWare, 21 marca 2012, Bioware, http://blog.bioware.com/2012/03/21/4108/ (15.11.2016). ; 18. H. S. Nielsen, Playing computer games: Somatic experience and experience of the somatic, Digital Aesthetics Research Center, Aarhus 2012. ; 19. H.-R. Roine, How you emerge from this game is up to you: Agency, positioning and narrativity in The Mass Effect Trilogy, w: Narrative theory, literature, and new media: Narrative minds and virtual worlds, red. M. Hatavara, M. Hyvärinen, M. Mäkelä i F. Mäyrä, Routledge, Nowy Jork–Londyn 2016, s. 67-86. ; 20. R. Travis, Epic style: Re-compositional performance in the BioWare digital RPG, w: Dungeons, dragons, and digital denizens: The digital role-playing game, red. G. A. Voorhees, J. Call i K. Whitlock, The Continuum International Publishing Group, Nowy Jork 2012, s. 235-255. ; 21. D. Vella, A structural model for player-characters as semiotic constructs, „Transactions of the Digital Games Research Association” 2016 nr 2/2, s. 79-80. http://todigra.org/index.php/todigra/article/view/37/94 (15.11.2016) ; 22. G. Voorhees, Neo-liberal multiculturalism in Mass Effect: The government of difference in digital RPGs, w: Dungeons, dragons, and digital denizens: The digital role-playing game, red. G. A. Voorhees, J. Call i K. Whitlock, The Continuum International Publishing Group, Nowy Jork 2012, s. 259-277. ; 23. H. Weijo i J. Rintamäki, Hold the line! Exploring the brand community coping process, w: Consumer culture theory, red. J. Schouten, D. M. Martin i R. Belk, Emerald Group Publishing, Bingley 2014, s. 115-131. ; 24. H. Young, Race and popular fantasy literature: Habits of whiteness, Routledge, Nowy Jork–Londyn 2015. ; 25. A. Zarzycka, Gra w autokreację, „Wielogłos: Pismo Wydziału Polonistyki UJ” 2015 nr 3/25, s. 1-21.

Relation:

Teksty Drugie

Issue:

3

Start page:

346

End page:

362

Resource Type:

Article : original article

Format:

application/pdf

Resource Identifier:

0867-0633 ; 10.18318/td.2017.3.21

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: