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2016 | 3 | 1 | 155-161

Article title

Ile emersji w grach? Recenzja książki: Piotr Kubiński, Gry wideo. Zarys poetyki, Universitas, Kraków 2016

Content

Title variants

Languages of publication

PL

Abstracts

PL
-
EN
Piotr Kubiński’s monograph is an outline of certain specific aspects of video games, examined from the perspective of poetics. Apart from a semiotic analysis of the user interface and a look at how games influence various texts and practices, what the readers will find here is an investigation into the strained relationship between immersion and emersion in video games. Contrary to the popular belief that immersion is unquestionably desirable, Kubiński shows that emersion – a group of phenomena that disrupt the players’ impression of unmediated presence in the game world – can also be a source of ludic and artistic effects that merit a scholarly study. The book offers a well-organized and carefully documented analysis of an understudied dimension of digital games; the tensions between immersion and emersion are present in many, if not all, video games; and the author’s efforts in other publications are making the term “emersion” more visible. For these three reasons, the monograph has the potential to become a significant work in Polish game studies, encouraging other scholars to apply Kubiński’s term in their own research. This would be instrumental in the development of an academic field that has suffered from insufficient accumulation of knowledge.

Keywords

Year

Volume

3

Issue

1

Pages

155-161

Physical description

Dates

published
2017-08-22

Contributors

  • Uniwersytet Warszawski

References

  • Garda, M. B. (2016). Gatunek w grach cyfrowych. Łodź: Wydawnictwo Uniwersytetu Łódzkiego.
  • Grabarczyk, P. (2015). O opozycji hardcore/casual. Homo Ludens, 7(1), 89–109.
  • Krawczyk, S. (2016). Perspektywa krytyczna w polskich badaniach gier cyfrowych. Analiza publikacji. Kultura Współczesna, 23(2), 20–32.
  • Kubiński, P. (2014a). Emersja – antyiluzyjny wymiar gier wideo. Nowe Media, 5(1), 161–176.
  • Kubiński, P. (2014b). Immersion vs. emersive effects in videogames. W: D. Stobbart, M. Evans (red.), Engaging with Videogames: Play, Theory, and Practice (s. 133–141). Oxford: Inter-Disciplinary Press.
  • Kubiński, P. (2014c). Niwelowanie emersji. Strategie estetyczne w projektowaniu graficznych interfejsów użytkownika w grach wideo. Nowe Media, 5(1), 177–197.
  • Kubiński, P. (2015a). Bergman vs. Batman. Chwyt technicznej deziluzji w grach wideo na tle praktyk literackich i filmowych. Images. The International Journal of European Film, Performing Arts and Audiovisual Communication, 12(1), 113–123.
  • Kubiński, P. (2015b). Tożsamość emersyjna na przykładzie postaci Deadpoola. Homo Ludens, 7(2), 80–88.
  • Kubiński, P. (2016). Immersion vs. emersive effects in videogames. W: M. J. P. Wolff (red.), Video Games and Gaming Culture.
  • Skok, K. (2013). Paradoks gracza, czyli co motywuje graczy do korzystania z gier online. Homo Ludens, 5(1), 233–252.
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  • Sweetser, P., Johnson, D., Wyeth, P., Anwar, A., Meng, Y., Ozdowska, A. (2017). Game-Flow in Different Game Genres and Platforms. Computers in Entertainment, 15(3).
  • CD Projekt RED, Wiedźmin, 2007, USA i Polska: Atari i CD Projekt.
  • CD Projekt RED, Wiedźmin 2, 2011, Polska i in.: CD Projekt i in.
  • Konami Computer Entertainment Japan, Metal Gear Solid, 1998, Japonia: Konami.
  • Rocksteady Studios Limited, Batman: Arkham Asylum, 2009, Wielka Brytania i USA: Eidos Interactive i Warner Bros. Interactive Entertainment.
  • Techland, Call of Juarez: Gunslinger, 2013, Francja: Ubisoft Entertainment SA.

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.ojs-doi-10_18778_2391-8551_03_09
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