Replay. The Polish Journal of Game Studies: Recent submissions
Now showing items 1-20 of 79
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Odbiór intertekstualności i kulturowych odniesień w grze Wiedźmin 3: analiza typologii graczy i ich kompetencji kulturowych
(Wydawnictwo Uniwersytetu Łódzkiego, 2026-07-22)This paper explores the reception of intertextuality in The Witcher 3: Wild Hunt, approached as a cultural text with high semantic and narrative potential. Drawing on the results of an online survey conducted among 200 ... -
Interfejsy graficzne GUI (Graphical User Interface) w ocenie przyszłych projektantów i użytkowników gier komputerowych
(Wydawnictwo Uniwersytetu Łódzkiego, 2026-07-22)The article is based on the results of a survey/questionnaire conducted among a group of 30 students of Game and Virtual Space Design at the University of Silesia in Katowice, future computer game designers, in 2023. The ... -
Reaganoludography: The 1980s Japanese Digital Games in the Service of the United States
(Wydawnictwo Uniwersytetu Łódzkiego, 2026-07-22)This article examines the phenomenon in the 1980s Japanese gaming industry, labeled “Reaganoludography” due to its strong reliance on themes directly borrowed from American action cinema, known in Polish film studies as ... -
Putting the “Pocket” in Pocket Monsters: The Game Boy’s Technical and Ludic Impacts on Pokémon Red and Blue
(Wydawnictwo Uniwersytetu Łódzkiego, 2026-07-22)When Pokémon Red and Blue (Game Freak, 1998) arrived in North America and Europe, Pokémon fever swept across the (gaming) world. However, little scholarly work focuses on how the Game Boy was intrinsic to that success and ... -
Post-cyfrowość współczesnych polskich gier komputerowych. Zarys zagadnień
(Wydawnictwo Uniwersytetu Łódzkiego, 2026-07-22)Artykuł koncentruje się na zagadnieniu post-cyfrowości, ukazując je jako zjawisko kulturowe, które redefiniuje relacje między cyfrowością i analogowością oraz odwołuje się do zjawisk charakterystycznych dla wczesnego etapu ... -
Tworzenie „przestrzeni dyskomfortu” jako narzędzie zarządzania afektywnego: przypadek marki Pokémon
(Wydawnictwo Uniwersytetu Łódzkiego, 2026-07-22)W artykule stawiamy tezę, że marka Pokémon zarządza emocjami konsumentów tworząc specyficzną „przestrzeń dyskomfortu”, w obrębie której przenikają się mechanizmy rynkowe i społeczne. Manipulowanie poczuciem komfortu i ... -
Recenzja książki Justyny Janik Gra jako obiekt oporny. Performatywność w relacji gracza i gry cyfrowej, Wydawnictwo Uniwersytetu Jagiellońskiego, Kraków 2022
(Wydawnictwo Uniwersytetu Łódzkiego, 2023-12-30)Justyna Janik’s book takes up the topic of the materiality of video games and proposes analyzing it using a posthumanist perspective. The Author introduces the concepts of intra-action (Karen Barad) and bio-object (Tadeusz ... -
Nostalgiczna twórczość fanowska. Wyjaśnienie kategorii demake
(Wydawnictwo Uniwersytetu Łódzkiego, 2023-12-30)The purpose of this article was to describe the category of demake in detail, which is a popular form of artistic expression among video game fans. This was achieved through an analysis of grow journalism focusing on the ... -
Zamieszkując inne ciała – zwierzęce postaci i awatary
(Wydawnictwo Uniwersytetu Łódzkiego, 2023-12-13)This article explores the significance of phenomenological perspectives for animal games, as defined by Gunnar Eggertsson, in which the player’s character is meant to signal an animal. Using examples from games like Stray, ... -
Edukacyjne gry wideo w perspektywie kulturotwórczej na przykładzie serii „Komputerowej Gratki 3D”
(Wydawnictwo Uniwersytetu Łódzkiego, 2023-12-30)The article is an attempt to analyze a hitherto undescribed series of educational digital games for children „Komputerowa Gratka 3D” (Egmont Polska 2006– 2010) in terms of their cultural functions. For this purpose, the ... -
Ludic Don Quixotes Rewritten: Hobbyist French Game Ports as the Reconstructions of Former Game Culture
(Wydawnictwo Uniwersytetu Łódzkiego, 2023-12-30)In scientific discourse, high-budget remakes of classic digital games have been claimed as the purest examples of “retrospective nostalgia” on part of players and developers. This article aims to rehabilitate the remake ... -
Gry farmerskie utrzymane w estetyce cozy jako fantazmat marzeń o prostym życiu
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)The article is devoted to the trend of farm games, which can be described using the aesthetics of cozy / “coziness”. The countryside life they create is based on cultural phenomena (mainly slow cinema and idyllic images ... -
Idle Games: A Cozy Genre Turned Exploitative
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)This paper explores the connection between cozy games and idle games, analyzing shared elements and underlying principles. Cozy games are characterized by an emphasis on comfort, relaxation, and safety, offering players ... -
Brewing Happiness Design Aspects of Coffee Representation in Cozy Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)This paper examines the way coffee is represented and used in cozy games. As a genre, cozy games are defined by the concepts of safety, abundance, and softness, which together establish a sense of coziness. Coffee, commonly ... -
Getting Cozy with the Zombie Apocalypse: The Saferoom as Capitalist Breakroom in "Left 4 Dead" and "Back 4 Blood"
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)This article considers how players experience coziness inside t h e saferooms of Left 4 Dead, Left 4 Dead 2, and Back 4 Blood, which are ot herwise high-demand, fast-paced first-person shooter zombie games. Pairing Agata ... -
Looking for Cosy in All the Wrong Places. Cosiness and Tamed Sublime of "No Man’s Sky"
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)In this article, I argue that some games may elicit cosy sentiments even if they are centred on a premise not usually associated with cosiness – for example the infinity of the universe. They do so not by a fluke, and cosy ... -
Beyond Aesthetics: Players, Player-Characters and Interactivity-as-Demand in Cozy Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-11-29)Cozy games are often defined by their soft visual design, ambient audio, and low risk gameplay that addresses a range of themes from casual to meaningful. Typically, they also center on simple gameplay in terms of control ... -
Negotiating Anthropocentrism and Ecologies in Cozy Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27)As we sit at the precipice of this planet’s sixth mass extinction event, we need to use every tool at our disposal to advocate for our ecologies. Human self-interest and anthropocentric thinking act as barriers to communicating ... -
Soft Horrors: The Visual and Ludic Safety of Dark Cozy Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27)According to their most popular definition, cozy games are characterized by visual softness and relaxing gameplay devoid of combat and time-sensitive gameplay. However, with the recent increase in popularity of these games, ... -
Cozy Heterotopias in JRPGs: A Foucauldian Perspective on the Spatiality of Coziness in Japanese Role-Playing Games
(Wydawnictwo Uniwersytetu Łódzkiego, 2024-05-27)This article applies the concept of heterotopia as developed by Michel Foucault to cozy aesthetics in JRPGs. After introducing the concept of heterotopia and its six key principles, the term JRPG is briefly reflected upon. ...