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Ogrywając porażkę. Konceptualizacja doświadczenia porażki w groznawstwie
(Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)
The aim of the article is to present examples of already existing theories about the experience of failure in digital games and then propose a different approach to it. Firstly, it shows the way Csíkszentmihályi’s flow ...
Przestrzeń jako struktura zdefiniowana obecnością użytkownika
(Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)
The article will discuss issues that show the connection between the culture of video games and its accompanying technology in relation to space – its functionality and ways of shaping, as an area requiring not only research ...
Rozrachunek z przeszłością historyczną Francji na przykładzie gier Lankhoru
(Wydawnictwo Uniwersytetu Łódzkiego, 2019-12-30)
The aim of the article is to illustrate how the historical past of France could be revised in digital games. Two Lankhor games (Le Manoir de Mortevielle and Maupiti Island) were used for research purposes, analyzed using ...
Motives for Playing Video Games in the Context of Time. Results of Empirical Research
(Wydawnictwo Uniwersytetu Łódzkiego, 2021-10-15)
Video games are one of the most popular leisure activities. The multitude of games and ways of playing (individually, in a team, online, offline, etc.) allows players to meet their various needs. Thus, from the point of ...
O gropowiastkach
(Wydawnictwo Uniwersytetu Łódzkiego, 2022-11-21)
This paper proposes introducing a new category to describe certain digital games – “game-satire” (“gropowiastka”) – similar to literary philosophical satires. The author takes as his point of departure the term “game-story” ...