dc.contributor.author | Gnat, Tomasz | |
dc.date.accessioned | 2024-12-09T06:54:22Z | |
dc.date.available | 2024-12-09T06:54:22Z | |
dc.date.issued | 2024-11-29 | |
dc.identifier.issn | 2391-8551 | |
dc.identifier.uri | http://hdl.handle.net/11089/53935 | |
dc.description.abstract | 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 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.iso | en | |
dc.publisher | Wydawnictwo Uniwersytetu Łódzkiego | pl |
dc.relation.ispartofseries | Replay. The Polish Journal of Game Studies;1 | en |
dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0 | |
dc.subject | game studies | en |
dc.subject | cosy | en |
dc.subject | sublime | en |
dc.subject | retrofuturism | en |
dc.subject | spatial aesthetic | en |
dc.title | Looking for Cosy in All the Wrong Places. Cosiness and Tamed Sublime of "No Man’s Sky" | en |
dc.type | Article | |
dc.page.number | 23-40 | |
dc.contributor.authorAffiliation | University of Silesia in Katowice | en |
dc.identifier.eissn | 2449-8394 | |
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dc.contributor.authorEmail | tomasz.gnat@us.edu.pl | |
dc.identifier.doi | 10.18778/2391-8551.12.03 | |
dc.relation.volume | 12 | |