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Journal

2011 | 1(3) | 95-102

Article title

Gry wideo i kultura autentyczności

Selected contents from this journal

Title variants

EN
VIDEOGAMES AND THE CULTURE OF AUTHENTICITY

Languages of publication

PL

Abstracts

EN
An important result of analyzing video games as a means of communication is the identification of a mechanism for immediately verifying a player's interpretation. Each success or failure of an action is a proof of correct understanding, or a lack of it. At the same time, the interactive character of video games creates the illusion of the uniqueness of a player's choices: the impression that each gamer establishes a distinct, yet valid path towards the conclusion, based on their interpretation of the game's messages. Such an approach reveals an important component of the pleasures given by playing a game: reassuring the player about her skills as a reader of those messages, as measured by the game's systems of evaluation. This self-centered aspect of gaming seems to be connected with the modern culture of authenticity, as identified by Charles Taylor. Its key feature is to stress self-realization as the ultimate goal of human existence. Although this aspiration should be based on an individually created, bricolaged ethical code, its central values are rooted in a common understanding of moral principles. Each individual simply chooses a set of values to practice, based on the interpretation of their social position, needs and ends. To live a life is to choose a unique and valid moral path from the myriad options. This remark allows us to infer certain similarities between the practice of gaming and the widespread ethical principle: the videogame as a miniature model of a good life, a necessary aspect of today's culture.

Journal

Year

Issue

Pages

95-102

Physical description

Document type

ARTICLE

Contributors

  • Tomasz Z. Majkowski, Uniwersytet Jagiellonski, Wydzial Fizyki, Astronomii i Informatyki Stosowanej, Zakladzie Technologii Gier, ul. Reymonta 4, 30-059 Krakow, Poland

References

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  • Gajewski, M. (2002). Niebezpieczne gry komputerowe. Wychowawca, 1, http://www.wychowawca.pl/miesiecznik/12_108/07.htm, 16 IV 2011.
  • Huizinga, J. (1985). Homo ludens (tłum. M. Kurecka, W. Wirpsza). Warszawa: Czytelnik.
  • Szczerbakiewicz, R. (2002). „Cywilizacja” vs. cywilizacja. Teksty Drugie, 6, s 158-166.
  • Taylor, C. (2002). Etyka autentyczności (tłum. A. Pawelec). Kraków: Znak.
  • Taylor, C. (2010). Nowoczesne imaginaria społeczne (tłum. A. Puchejda, K. Szymaniak). Kraków: Znak.
  • Ulfik-Jaworska, I. (2002). Czy gry komputerowe mogą być niebezpieczne? Wychowawca, 1, http://www.wychowawca.pl/miesiecznik/12_108/06.htm, 16 IV 2011.

Document Type

Publication order reference

Identifiers

CEJSH db identifier
11PLAAAA10129

YADDA identifier

bwmeta1.element.4c7160a1-001c-3470-a689-e87867c38022
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