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<title>Replay. The Polish Journal of Game Studies 03/2016</title>
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<dc:date>2026-04-04T09:44:25Z</dc:date>
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<title>Replay. The Polish Journal of Game Studies 03/2016</title>
<link>http://hdl.handle.net/11089/22489</link>
<description>Replay. The Polish Journal of Game Studies 03/2016
Replay. The Polish Journal of Game Studies (ISSN: 2391-8551) is&#13;
devoted to interdisciplinary study of games, gaming, and gamers. We publish&#13;
original research results conducted from different perspectives – cultural, sociological,&#13;
and philosophical among others – with a strong focus on the history of digital&#13;
games. We wish to develop a common language digital games scholars could use&#13;
independently from the perspectives they employ. For this reason, we also welcome&#13;
papers concerning the typology of digital games and its corresponding terminology.&#13;
The journal publishes papers both in Polish and English.
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<dc:date>2016-01-01T00:00:00Z</dc:date>
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<title>Gamedec. UKW in IGDA Curriculum Framework</title>
<link>http://hdl.handle.net/11089/22432</link>
<description>Gamedec. UKW in IGDA Curriculum Framework
Mochocki, Michał
Launched in October 2013, GAMEDEC: game studies  Design is a specialisation track within the 2nd Gen Humanities (aka Humanities 2.0) 3-year BA programme at Kazimierz Wielki University (UKW) in Bydgoszcz, Poland. The curriculum was created by UKW academic staff with game design experience, guided by the IGDA 2008 Framework and consulted with game dev professionals. It underwent slight modifications in 2014 and a significant transformation in 2015. This paper aims at a thorough analysis of the structure of the curriculum as seen through the lens of the IGDA Framework (2008), including the coverage of both Core Topics and Institutional Considerations. The analysis is conducted in the context of foreign (mostly U.S.- based) game degrees and supported with comments on its design, implementation and modifications.
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<dc:date>2016-01-01T00:00:00Z</dc:date>
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<title>Ile emersji w grach? Recenzja książki: Piotr Kubiński, Gry wideo. Zarys poetyki, Universitas, Kraków 2016</title>
<link>http://hdl.handle.net/11089/22433</link>
<description>Ile emersji w grach? Recenzja książki: Piotr Kubiński, Gry wideo. Zarys poetyki, Universitas, Kraków 2016
Krawczyk, Stanisław
Piotr 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.
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<dc:date>2016-01-01T00:00:00Z</dc:date>
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<title>Gram, więc jestem. Instancja autorska a konwencja „let’s play” w serii „File System Aging” Roberta Florence’a</title>
<link>http://hdl.handle.net/11089/22431</link>
<description>Gram, więc jestem. Instancja autorska a konwencja „let’s play” w serii „File System Aging” Roberta Florence’a
Pamuła, Izabela
The aim of this article is to analyse let’s play not only as entertaining act of communication but also as an eclectic one which can make games exceed themselves. Let’s play as a method of game critique has developed some key characteristics. It’s not surprising, then, that one can observe the emergence of various subversive forms such as Robert Florence’s series “File System Aging” which rises as antithesis to the most popular channels. Florence directs his own player experience by merging software studies, ludology, stream of consciousness, and oneiric aesthetics known from David Lynch’s movies in order to defragment scattered memory of a gamer and a son. This article will look into the method of transgressive playformance and haptic interpretation used by the artist to expand the definition of a let’s play and therefore also that of a game.
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<dc:date>2016-01-01T00:00:00Z</dc:date>
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