dc.contributor.author | Cielecka, Magdalena | |
dc.date.accessioned | 2015-05-18T06:41:17Z | |
dc.date.available | 2015-05-18T06:41:17Z | |
dc.date.issued | 2014 | |
dc.identifier.isbn | 978-83-7969-471-6 | |
dc.identifier.issn | 2391-8551 | |
dc.identifier.uri | http://hdl.handle.net/11089/8850 | |
dc.description.abstract | Sexuality tends to find its way through all media, video games included. Yet, in-game erotica rarely varies from safe and tamed ways of depicting sexual intercourse typical of other audiovisual media. Something unique for computer games alone is that the productions containing interactive erotic scenes are very scarce. The aim of this paper is to analyse the most common examples of these, in order to produce a common set of scientific problems, which may form the basis for further research. | pl_PL |
dc.language.iso | pl | pl_PL |
dc.publisher | Wydawnictwo Uniwersytetu Łódźkiego | pl_PL |
dc.relation.ispartofseries | Replay. The Polish Journal of Game Studies;01/2014 | |
dc.rights | Uznanie autorstwa-Użycie niekomercyjne-Bez utworów zależnych 3.0 Polska | |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/pl/ | |
dc.subject | erotica | pl_PL |
dc.subject | sexuality | pl_PL |
dc.subject | interactivity | pl_PL |
dc.subject | QTE | pl_PL |
dc.subject | mainstream games | pl_PL |
dc.title | Brzemię interaktywności – erotyka i seksualność w grach komputerowych | pl_PL |
dc.title.alternative | The burden of interactivity – eroticism and sexuality in computer games | pl_PL |
dc.type | Article | pl_PL |
dc.page.number | 39-47 | pl_PL |
dc.contributor.authorAffiliation | Uniwersytet Jagielloński, Instytut Sztuk Audiowizualnych | pl_PL |
dc.contributor.authorBiographicalnote | mgr Magdalena Cielecka – doktorantka Instytutu Sztuk Audiowizualnych na Uniwersytecie Jagiellońskim; członkini Koła Naukowego Projektantów i Badaczy Gier – lvl.up; producentka w studiu Artifex Mundi oraz autorka cyklu Anatomia Gier na portalu gram.pl. | pl_PL |
dc.references | Galbraith, Patrick W., 2011, Bishōjo Games. ‘Techno-Intimacy’ and the Virtually Human in Japan, Game Studies (volume 11, issue 2), Online: <http://gamestudies.org/1102/articles/galbraith> | pl_PL |
dc.references | Griebel, Thaddeus, 2006, Self-Portrayal in a Simulated Life: Projecting Personality and Values in The Sims 2, Game Studies (volume 6, issue 1),Online: <http://gamestudies.org/0601/articles/griebel> | pl_PL |
dc.references | Kennedy, Helen W., 2002, Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis, Game Studies (volume 2, issue 2), Online: <http://www.gamestudies.org/0202/kennedy/> | pl_PL |
dc.references | Mori, Musahiro, 1970, The uncanny valley, trans. Karl F. MacDorman, Norri Kageki, “IEEE Robotics & Automation Magazine”, 19(2), ss. 98–100, Online: <http://spectrum.ieee.org/automaton/robotics/humanoids/the-uncanny-valley> | pl_PL |