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dc.contributor.authorChojnacki, Marcin M.
dc.date.accessioned2025-02-24T11:37:46Z
dc.date.available2025-02-24T11:37:46Z
dc.date.issued2022-08-17
dc.identifier.citationChojnacki M., Estetyka sprawczości w grach wideo, Sztuka-Media-Kultura, Wydawnictwo Uniwersytetu Łódzkiego, Łódź 2022, https://doi.org/10.18778/8220-846-7pl_PL
dc.identifier.isbn978-83-8220-846-7
dc.identifier.urihttp://hdl.handle.net/11089/54740
dc.description.abstractDlaczego gramy w gry wideo? Bez wątpienia jednym z potencjalnych powodów jest towarzyszące nam wówczas satysfakcjonujące poczucie sprawczości. To właśnie temu, silnie związanemu z uczestnictwem w rozgrywce fenomenowi poświęcono niniejszą publikację. Jej zadaniem jest przybliżenie, za pośrednictwem groznawczej perspektywy, estetycznego wymiaru sprawstwa gracza, omówienie czynników wzmacniających i osłabiających jego odczuwanie, a także wskazanie oraz przeanalizowanie na wybranych przykładach, ujawniających się podczas rozgrywki, warstw sprawczości kształtujących nasze doświadczenie odbiorcze. Książka bardzo udanie łączy pracę teoretyczną wysokiej próby (bo co do świetnej orientacji autora we współczesnych studiach nad grami nie można mieć żadnych wątpliwości) ze studiami przypadku ilustrującymi przydatność wypracowanego modelu badań. To dobra książka naukowa, jak w wypadku większości publikacji dotyczących gier potencjalnie interesująca także dla ambitnych miłośników spoza kręgów akademickich. Z recenzji prof. dr. hab. Mirosława Filiciaka Praca to przejaw nowego, świeżego spojrzenia na naukową refleksję nad sprawczością w grach wideo, a właściwie nie tylko naukową, ponieważ ujęcie autora ma też pewne walory przydatne w procesie projektowania gier. Monografia jest świadectwem udanego koncepcyjnego mariażu sprawczości i estetyki w grach. Z recenzji prof. dr. hab. Jana Stasieńkipl_PL
dc.description.abstractThe aim of this book is to indicate and characterize the relationship between the phenomenon of agency and the aesthetics of the video game medium. The author analyzes the properties of interactive texts that allow their users to feel the pleasure of influencing the virtual spaces or the course of events taking place within them. Therefore, the book has been divided into two parts: theoretical, which organizes the existing definitions and types of agency typical for video games, and analytical, that presents a layered model of agency. Author presents four levels that organize player experience: simulation, narration, rules, and meta-agency, which gathers numerous activities beyond gameplay. The following chapters explore issues such as: reception and transformation of the gameplay aesthetics, user experience and emotions, differentiation of player’s agency, interface functions, agency mechanics, and agential dissonance. The book also contains extensive analyzes of three high-budget mainstream games: The Legend of Zelda: Breath of the Wild (Nintendo, 2017), Witcher 3: Wild Hunt (CD Projekt RED, 2015) with Blood and wine expansion (CD Projekt RED, 2016) and Grand Theft Auto V (RockStar Games, 2013).pl_PL
dc.language.isoplpl_PL
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl_PL
dc.relation.ispartofseriesSztuka-Media-Kultura;
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectdoświadczenie użytkownikapl_PL
dc.subjectinteraktywnośćpl_PL
dc.subjectsprawczośćpl_PL
dc.subjectgry wideopl_PL
dc.subjectestetykapl_PL
dc.subjectuser experiencepl_PL
dc.subjectinteractivitypl_PL
dc.subjectagencypl_PL
dc.subjectvideo gamespl_PL
dc.subjectaestheticspl_PL
dc.titleEstetyka sprawczości w grach wideopl_PL
dc.title.alternativeThe Aesthetics of Agency in Video Gamespl_PL
dc.typeBookpl_PL
dc.rights.holder© Copyright by Marcin M. Chojnacki, Łódź 2022; © Copyright for this edition by Uniwersytet Łódzki, Łódź 2022pl_PL
dc.page.number272pl_PL
dc.contributor.authorAffiliationUniwersytet Łódzki, Wydział Filologiczny, Instytut Kultury Współczesnej, Katedra Nowych Mediów i Kultury Cyfrowej, 90-236 Łódź, ul. Pomorska 171/173pl_PL
dc.identifier.eisbn978-83-8220-847-4
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dc.referencesDeath Stranding (Kojima Productions, Sony Interactive Entertainment, 2019)pl_PL
dc.referencesThe Elder Scrolls V: Skyrim (Bethesda Softworks, 2011)pl_PL
dc.referenceseXperience112 (Lexis Numérique, Micro Application, 2007)pl_PL
dc.referencesflOw (thatgamecompany, Sony Interactive Entertainment, 2007)pl_PL
dc.referencesFresh Off The Boat (M. Limacher, E. Farhan, Nambirajan, 2015)pl_PL
dc.referencesGrand Theft Auto III (DMA Design, Rockstar Games, 2001)pl_PL
dc.referencesGrand Theft Auto IV (Rockstar Games, 2008)pl_PL
dc.referencesGrand Theft Auto V (Rockstar Games, 2013)pl_PL
dc.referencesGrand Theft Auto: Vice City (Rockstar Games, 2002)pl_PL
dc.referencesHeavy Rain (Quantic Dream, Sony Computer Entertainment, 2010)pl_PL
dc.referencesL.A. Noire (Team Bondi, Rockstar Games, 2011)pl_PL
dc.referencesThe Last of Us (Naughty Dog, Sony Computer Entertainment, 2013)pl_PL
dc.referencesThe Legend of Zelda: Breath of the Wild (Nintendo, 2017)pl_PL
dc.referencesThe Legend Of Zelda: Majora’s Mask (Nintendo, 2000)pl_PL
dc.referencesLEGO Star Wars (Traveller’s Tales, Square-Enix/Eidos, 2005)pl_PL
dc.referencesMosh Pit Simulator (Sos Sosowski, 2019)pl_PL
dc.referencesMyst (Cyan Inc., Broderbund Software, 1993)pl_PL
dc.referencesPac-Man (Namco, 1980)pl_PL
dc.referencesPokemon Red (Game Freak, Nintendo, 1996)pl_PL
dc.referencesQuake (id Software, 1996)pl_PL
dc.referencesShenmue (Sega, 1999)pl_PL
dc.referencesThe Sims (Maxis Software, Electronic Arts Inc., 2000)pl_PL
dc.referencesThe Stanley Parable (Galactic Cafe, 2013)pl_PL
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dc.referencesTeam Fortress 2 (Valve Corporation, 2007)pl_PL
dc.referencesTetris (Aleksiej Pażytnow, 1984)pl_PL
dc.referencesTropico (PopTop Software, Gathering of Developers, 2001)pl_PL
dc.referencesThe Walking Dead (Telltale Games, 2012)pl_PL
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dc.identifier.doi10.18778/8220-846-7


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