Replay. The Polish Journal of Game Studies 01/2014
http://hdl.handle.net/11089/8807
Perspektywy groznawstwa / [red. M.B. Garda i P. Garbarczyk]2024-03-28T19:22:46Z„Your character has been robbed. Do you want to sue the other player?” Polskie prawo karne a „kradzież” przedmiotu w grze komputerowej
http://hdl.handle.net/11089/8884
„Your character has been robbed. Do you want to sue the other player?” Polskie prawo karne a „kradzież” przedmiotu w grze komputerowej
Olczyk, Adam
Technological development implies a lot of new ways to commit crimes in cyberspace. Stealing virtual objects (such as magical swords or shoes) is one of them. It is unique because virtual theft combines one of the oldest types of criminal activity with the achievements of modern technology. This article deals with those situations when the actions taken by players stop being protected by the ‘magic circle’ and become criminal. It will also explore how the Polish Penal Law deals with these matters. It shall also discuss a comparable U.S. based case, involving fraud committed by the player called Cally in "Eve Online", three cases from Poland and finally, It will deal with stipulated solutions.
2014-01-01T00:00:00ZGry komputerowe jako dziedzictwo kulturowe
http://hdl.handle.net/11089/8883
Gry komputerowe jako dziedzictwo kulturowe
Garda, Maria B.
The aim of the article is to discuss the challenges of computer games preservation as a cultural heritage, focusing on the Polish perspective. Computer games are predominantly perceived as ‘new media’, despite the fact that their history dates back to the mid-20th century. It is important to understand that not only the early computer games are already ‘old media’ but all the digital games are. They may be perceived as ‘dying media’ vulnerable to unprecedented obsolescence. The article explores the consequences of digital decay and the notion of original experience in the context of conservation strategies. It suggests that there is still a need for a more conscious inclusion of computer games within the agenda of the Polish heritage institutions.
2014-01-01T00:00:00ZW stronę nowej kultury gier komputerowych — od komputeryzacji do smartfonizacji
http://hdl.handle.net/11089/8882
W stronę nowej kultury gier komputerowych — od komputeryzacji do smartfonizacji
du Vall, Marta; Majorek, Marta
In this paper the authors focus on the crucial change of thinking about what computer really is, and then attempt to determine the essential elements of new games designed specifically for mobile computers. The authors characterize this type of entertainment, which enables them to outline potential scenarios for the development of this technological sphere and its impact on contemporary cultural life.
2014-01-01T00:00:00Z„Flâneur” w piaskownicy – o doświadczeniu nawigowalnej przestrzeni w grach komputerowych
http://hdl.handle.net/11089/8873
„Flâneur” w piaskownicy – o doświadczeniu nawigowalnej przestrzeni w grach komputerowych
Chojnacki, Marcin M.
Spatiality of computer games is one of the most important features that affect the way they are received by the players. That is why it becomes a common subject of discussion among researchers involved in analyzing the properties of the medium. In this essay I will describe some aspects that may affect the player’s experience of being in an interactive environment. I will consider if it is possible to find joy in navigation through open world games and try to answer the question of whether the definition of flâneur can be applied to characterize the role of the player focused on strolling along the game world.
2014-01-01T00:00:00Z