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2017 | 21 | 30 |

Article title

That Dragon, Cancer – dokument osobisty w formie gry komputerowej

Authors

Content

Title variants

EN
That Dragon, Cancer – a personal documentary in the form of a video game

Languages of publication

PL

Abstracts

PL
The article focuses on the That Dragon, Cancer, a computer game created by Amy and Ryan Green, which is about their son Joel’s disease and subsequent death. It analyses the means used to tell the story and deliver the emotions of the game’s authors: documentary elements and means of expression exclusive to the game medium (conscious use of failure, a form based on vignette games). It addresses the contexts of personal documentaries, their self-therapeutic aspect, and the phenomenon of “not-games” and “personal games”.
EN
The article focuses on the That Dragon, Cancer, a computer game created by Amy and Ryan Green, which is about their son Joel’s disease and subsequent death. It analyses the means used to tell the story and deliver the emotions of the game’s authors: documentary elements and means of expression exclusive to the game medium (conscious use of failure, a form based on vignette games). It addresses the contexts of personal documentaries, their self-therapeutic aspect, and the phenomenon of “not-games” and “personal games”.

Contributors

author
  • Państwowa Wyższa Szkoła Filmowa, Telewizyjna i Teatralna im. Leona Schillera w Łodzi

References

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  • Bielak A., Z bliska i z dystansu. Rozmowa z Anetą Kopacz i Tomaszem Śliwińskim, 2015, <http://www.dwutygodnik.com/artykul/5719-z-bliska-i-z-dystansu.html> [dostęp: 10.03.2017]
  • Boudrealt S.-A., Small games, big feels: Storytelling with vignettes, 2017, <http://www.gdcvault.com/play/1024430/Small-Games-Big-Feels-Storytelling> [dostęp: 22.03.2017]
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  • Dear Esther, When Is a Game Not a Game?, 2013, <https://thatsoundscool.wordpress.com/2013/05/30/dear-esther-when-is-a-game-not-a-game/> [dostęp: 15.03.2017]
  • Dear Esther, you’re not a real game at all, 2012, <https://venturebeat.com/2012/02/19/dear-esther-youre-not-a-real-game-at-all/> [dostęp: 15.03.2017]
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  • Juul J., Sztuka przegrywania. Esej o bólu, jaki wywołują gry wideo, Kraków 2016
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  • Kozubek M., [Auto]terapeutyczny wymiar „rodzinnych” filmów Marcina Koszałki, „Kwartalnik Filmowy” 2011, nr 73 [133]
  • Liguziński S., Rozmowa z Tomaszem Śliwińskim, 2013, <http://www.pisf.pl/aktualnosci/wiadomosci/rozmowa-z-tomaszem-sliwinskim> [dostęp: 14.07.2015]
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  • Nacher A., Gry wideo wchodzą w dorosłość. W stronę lokalnej genealogii dyskusji wokół gier artystycznych. Badania gier – podejścia krytyczne, „Kultura Współczesna” 2016, nr 2
  • Odoerfer, M., Can titles like Gone Home and Dear Esther be called games?, 2016, <http://www.gamezone.com/originals/can-titles-like-gone-home-and-dear-esther-be-called-games> [dostęp: 15.03.2017]
  • Przylipiak M., Poetyka kina dokumentalnego, Gdańsk 2000
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  • Schell J., The Art of Game Design: A Book of Lenses, Burlington 2010
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  • Tanz J., Playing for Time, 2016, <https://www.wired.com/2016/01/that-dragon-cancer/> [dostęp: 10.03.2017]
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Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.ojs-doi-10_14746_i_2017_30_11_
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