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dc.contributor.authorGnat, Tomasz
dc.date.accessioned2024-12-09T06:54:22Z
dc.date.available2024-12-09T06:54:22Z
dc.date.issued2024-11-29
dc.identifier.issn2391-8551
dc.identifier.urihttp://hdl.handle.net/11089/53935
dc.description.abstractIn 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 spaces in these games do not only appear as designated spaces apart. Evoking a cosy feeling is done by specific game mechanics or design choices, “taming” the sublime premise of the game discussed. The architecture and mechanics of this unexpected cosiness may offer a new look at the fringe cases of cosy aesthetics, perhaps broadening the understanding of this phenomenon.en
dc.language.isoen
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl
dc.relation.ispartofseriesReplay. The Polish Journal of Game Studies;1en
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectgame studiesen
dc.subjectcosyen
dc.subjectsublimeen
dc.subjectretrofuturismen
dc.subjectspatial aestheticen
dc.titleLooking for Cosy in All the Wrong Places. Cosiness and Tamed Sublime of "No Man’s Sky"en
dc.typeArticle
dc.page.number23-40
dc.contributor.authorAffiliationUniversity of Silesia in Katowiceen
dc.identifier.eissn2449-8394
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dc.contributor.authorEmailtomasz.gnat@us.edu.pl
dc.identifier.doi10.18778/2391-8551.12.03
dc.relation.volume12


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