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dc.contributor.authorKrawczyk, Stanisław
dc.date.accessioned2017-08-23T12:26:47Z
dc.date.available2017-08-23T12:26:47Z
dc.date.issued2016
dc.identifier.issn2391-8551
dc.identifier.urihttp://hdl.handle.net/11089/22433
dc.description.abstractPiotr Kubiński’s monograph is an outline of certain specific aspects of video games, examined from the perspective of poetics. Apart from a semiotic analysis of the user interface and a look at how games influence various texts and practices, what the readers will find here is an investigation into the strained relationship between immersion and emersion in video games. Contrary to the popular belief that immersion is unquestionably desirable, Kubiński shows that emersion – a group of phenomena that disrupt the players’ impression of unmediated presence in the game world – can also be a source of ludic and artistic effects that merit a scholarly study. The book offers a well-organized and carefully documented analysis of an understudied dimension of digital games; the tensions between immersion and emersion are present in many, if not all, video games; and the author’s efforts in other publications are making the term “emersion” more visible. For these three reasons, the monograph has the potential to become a significant work in Polish game studies, encouraging other scholars to apply Kubiński’s term in their own research. This would be instrumental in the development of an academic field that has suffered from insufficient accumulation of knowledge.en_GB
dc.language.isoplpl_PL
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl_PL
dc.relation.ispartofseriesReplay. The Polish Journal of Game Studies;1
dc.subjectemersion, gameplay, immersion, poetics, user interfaceen_GB
dc.titleIle emersji w grach? Recenzja książki: Piotr Kubiński, Gry wideo. Zarys poetyki, Universitas, Kraków 2016pl_PL
dc.typeArticlepl_PL
dc.rights.holder© Copyright by Authors, Łódź 2016; © Copyright for this edition by Uniwersytet Łódzki, Łódź 2016pl_PL
dc.page.number[155]-161
dc.contributor.authorAffiliationUniwersytet Warszawski
dc.identifier.eissn2449-8394
dc.referencesGarda, M. B. (2016). Gatunek w grach cyfrowych. Łodź: Wydawnictwo Uniwersytetu Łódzkiego.pl_PL
dc.referencesGrabarczyk, P. (2015). O opozycji hardcore/casual. Homo Ludens, 7(1), 89–109.pl_PL
dc.referencesKrawczyk, S. (2016). Perspektywa krytyczna w polskich badaniach gier cyfrowych. Analiza publikacji. Kultura Współczesna, 23(2), 20–32.pl_PL
dc.referencesKubiński, P. (2014a). Emersja – antyiluzyjny wymiar gier wideo. Nowe Media, 5(1), 161–176.pl_PL
dc.referencesKubiński, P. (2014b). Immersion vs. emersive effects in videogames. W: D. Stobbart, M. Evans (red.), Engaging with Videogames: Play, Theory, and Practice (s. 133–141). Oxford: Inter-Disciplinary Press.pl_PL
dc.referencesKubiński, P. (2014c). Niwelowanie emersji. Strategie estetyczne w projektowaniu graficznych interfejsów użytkownika w grach wideo. Nowe Media, 5(1), 177–197.pl_PL
dc.referencesKubiński, P. (2015a). Bergman vs. Batman. Chwyt technicznej deziluzji w grach wideo na tle praktyk literackich i filmowych. Images. The International Journal of European Film, Performing Arts and Audiovisual Communication, 12(1), 113–123.pl_PL
dc.referencesKubiński, P. (2015b). Tożsamość emersyjna na przykładzie postaci Deadpoola. Homo Ludens, 7(2), 80–88.pl_PL
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dc.contributor.authorEmailkrawczykstanislaw@gmail.com
dc.identifier.doi10.18778/2391-8551.03.09
dc.relation.volume3pl_PL


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