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1
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Wszystko gra! Gry miejskie w przestrzeni Warszawy

100%
EN
Urban games: what are they? What is their essence? Who organizes them and why? Who plays and why? In my article I present and analyze the phenomenon of urban games that have taken place in Warsaw. The possible functions and aims of urban games may lead to them being used by many kinds of institutions, NGOs or private companies. Thanks to this, urban games have significantly increased in popularity during the last few years. In accordance with the function-related form of urban games, I have categorized them into fan games, educational games and commercial games.
XX
A discussion with the article by Piotr Sterczewski Czytanie gry. O proceduralnej retoryce jako metodzie analizy gier komputerowych. „Teksty Drugie”, nr 6/2012, pp. 210–228.
3
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Życie w grze, seks w grze

100%
Homo Ludens
|
2009
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issue 1
257-267
EN
The article refers to the author's papers read at PTBG conferences and selected journalistic articles published in national, opinion-forming, high circulation press. It indicates a progressive disappearance of differences between participation in games and participation in other components of so-called reality. It draws on research carried out into computer games (for single players and MMOs) concerning their perception of human sexuality. Sexual behaviour in games constitute further evidence for the disappearance of differences between the existence within a game and outside it.
Homo Ludens
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2013
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issue 1(5)
173-190
EN
The article analyzes the types, usage and functions of quotations of various cultural texts (literature, folklore, as well as graphic and visual arts) that can be found in “Magic: the Gathering” Trading Card Game. The borrowings and stylizations frequently applied to flavour the texts of M:tG cards enable their players-readers to interpret the cards as minimalistic and polysemiotic writings. In these writings the titles, graphics and literary quotations, together with the systematic rules of the game, form a postmodern mosaic of in terpretations which has artistic ambitions. Therefore, the implementation of literature into a popular game follows the pattern of the so-called homogenization of high and popular culture, but also promotes among its players a creative model of reading cultural texts.
EN
One of the main areas of research in political science encompasses the essence of politics, the phenomenon of politicization and ideology. The author of this essay attempts to answer the question of whether video games, as a fully-fledged medium of mass culture, have been politicized in the same manner as older media. The starting point here is the story of the birth of video games in the context of technological determinism, and an attempt is made to identify the moment when the games industry began referring to politics. Citing specific video game titles, the author uses the output of the Frankfurt School and explores the correlations between seemingly purely entertainment-oriented games and the world of politics, understood as the incessant conflict of values, interests, ideas, or as the dispute over power.
EN
Inter-cultural communication is carried out through contact between various social realities and interpretation schemes. It is possible to describe this phenomenon in terms of games, by comparing the different expectations of participants towards the course of communication events. Predictability in defining a situation as well as its course and participant roles are crucial for maintaining proper communication flow. Examples of predictability and unpredictability will be reviewed in the context of intercultural communication between Poles and Japanese. They will be analyzed in terms of an extended phatic function of language.
EN
The discussion about the – usually negative – influence on the morals of young gamers is a familiar one when talking about computer and video games. Interestingly enough, however, board games have not fallen suspect of morally corrupting youngsters, although there are hardly any board games on the market which pursue ethically high purposes, while many can be found displaying or triggering ways of behaviour which could be classified as ethically or politically incorrect. This appears to be even more remarkable when bearing in mind that games can be seen as cultural assets and an important means to develop one’s personality. The intention of this article is to try and analyse this apparent paradox by investigating which different kinds of immorality can come into play under which conditions. Special attention will be paid to the board games of the family game type. Finally an attempt will be made to find an answer why immorality is not only attractive but plays a vital role in board games and why these games, nevertheless, unlike computer games, are principally perceived in a positive manner.
EN
From the point of view of a culture researcher and linguist, the description of cross-cultural communication phenomena in terms of games, performed in fixed situations and according to certain rules, makes it possible to reveal the actor's objectives and methods of achieving them which apply in a certain communication environment. Both objectives and methods may essentially differ in the target communication environment, which makes the researcher's task difficult, though possible, assuming a minimal level of determination and objectivity is assured. It should not be forgotten that games may be both constructive and destructive. A game may function as a weapon, and that includes the stage of cross-cultural communication. A characteristic example of such an approach is the novel by Nothomb published in Poland under the title With Humbleness and Humility describing, allegedly 'with distance and humour', the adventures of the author during her work in the office of a Japanese company. The description of hypocritical games which the text is larded with may be instructive on account of the exceptionally condensed set of techniques serving effectively to disable cross-cultural understanding, even though the narrator who uses them overtly declares their openness, objectivity and readiness for agreement. The peculiar mix of xenophobia and orientalism of Nothomb's text uncovers numerous phenomena inevitably present in the background of cross-cultural communication, although rarely described by researchers. This paper attempts at introducing Polish readers to such phenomena.
9
75%
EN
When it comes to games, dice belong to the oldest playthings or gambling instruments that men have used to pass their time and/or make some money. Dice have existed for millennia, and though their shapes and materials have varied over time the passion for playing with them has been the same the world over. This article is intended to give a brief retrospective into the history of dice, highlighting a few remarkable facts about dice and gambling in the arts, religion and society throughout the centuries. Having placed dice in their historical context, the current situation of the German board game market will be analysed with regards to the question of the role which dice played until modern times and of the recent developments which have been taking place in popular board games over the last three decades.
10
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E-sport z perspektywy teorii sportu

75%
Homo Ludens
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2009
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issue 1
213-222
EN
In the article I consider the question whether the modern theory of sport is helpful in analysing the phenomenon of e-sport. I analyze e-sport in the context of the definitions of sport that can be found in proper literature; in this way I demonstrate that e-sport fulfills all the criteria of a sport. This is followed by an outline of what results of sports theory are useful to theoreticians and practitioners of e-sport. Some definitions are suggested as well.
Homo Ludens
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2010
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issue 1(2)
191-200
EN
The paper tackles the subject of changes in people's behaviour in the area of entertainment in the face of the current economic crisis. First, it presents the list of definitions and theories concerning the role of entertainment in social life. Subsequently, it characterises some chosen phenomena that have been observed during the last months in the area of mass culture as well as the situation of some sections of the entertainment industry. In conclusion, the paper emphasises the role of conscious participation in culture so as to defend oneself against the threat that is present in it.
12
Content available remote

Konwencja heroic fantasy w grach fabularnych

75%
Homo Ludens
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2011
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issue 1(3)
181-197
EN
Heroic fantasy was the first of the many subgenres of fantasy that assumed a defined form within the genre. Although it is stereotypically perceived as less ambitious than other branches, it still belongs to the most popular ones in literature as well in the fantasy role-playing games industry. The aim of this article is to present how the creators of RPG games use the heroic fantasy genre in their games, as well as to analyze the perspectives on that genre among RPG fans.
13
75%
EN
The report presents the results of the work on constructing an educational Browser Based Massive Multiplayer Online Game. The first part of the text presents the actions taken so far, the other part presents the academic premises which influenced the creation of the project and the theoretical assumptions, together with selected features of the game being constructed.
EN
General definitions of games unanimously emphasize their unproductive nature. While this nature as such seems obvious, it is useful to give some thought to the systemizing role of games, which often tend to be utilized in the more or less unconscious interpretation of communication context, including contexts perceived as foreign and unknown. In this article the author wishes to present several topics related to the role of stereotypes and their cognitive values, especially with regard to the field of Polish-Japanese cross-cultural communication.
15
Content available remote

Ontologia myślenia strategicznego

75%
Homo Ludens
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2009
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issue 1
113-121
EN
The article introduces a general definition of strategies and describes some of its ontological assumptions. The work shows that all strategies have some common structures that include the aims and means of carrying out a particular strategy, the context it takes into account and the relations between them and the principles of effectiveness and efficiency. Special attention is devoted to the assumption of rationality in strategies and their similarities to games. In this context the article explains some applications of game theory in strategies.
EN
The article is directed at the Polish researchers of narrative role-playing games; its aim is to encourage them to apply in their work certain theoretical concepts which seem to have been largely neglected in our academic discourse concerning RPGs. The most important categories suggested are: culture, popular culture, fans and fan communities. The paper also includes arguments in support of the claim that maintaining contacts with the fandom is a very valuable competence of a role-playing games researcher.
EN
The ongoing development of intercultural competence is of high importance in the present globalised world. This aspect is discussed in the article especially in the context of young people, and more precisely regarding German students who should be encouraged to learn the culture and language of their Eastern neighbours. Workshops are one of the forms used to achieve that goal. The article presents a proposal for workshops with concrete topics and methods which can be used in order to increase the intercultural competence of German students having or coming into contact with Polish culture. Particular attention is paid to intercultural games because they create many possibilities not only to broaden knowledge of a foreign culture but also to be more open toward different cultures.
18
Content available remote

W kręgu blogosfery RPG

75%
Homo Ludens
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2010
|
issue 1(2)
161-174
EN
When in the late 1990s the WWW entered Polish homes, role-playing games had already gathered many followers. The new medium became a perfect way to publish RPG materials. At first the popularizing function belonged to small RPG fan-clubs or author-run, enthusiast-made Internet websites. In time, this role was taken over by more or less professional thematic vortals, which also constructed a certain kind of identity of role-playing gamers in our country. Are we witnessing a new transformation today? The blogs are slowly ceasing to be associated with exhibitionist recordings of intimate experiences, and they are assuming an opinion-formative and socio-creative role. In the area of RPG, one may also observe the growing popularity of thematic blogs which realize the same goals as the aforementioned vortals. Thanks to blog websites, like Blogspot or Wordpress, making one's own blog has become easy for every user of the Internet. In these circumstances, does the burgeoning blogosphere have a chance to exert a more effective influence on the constituting of Polish RPG players' identities, as is the case in the West? Can it replace thematic portals?
EN
More and more people around the world are using computer (video) games. The development of the gaming industry entails the increasing of its complexity in all aspects. Not only is the content represented in games continuously developing, but we also see increasing diversity among their creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists' research as well as in improving the quality of games and of the cooperation between social environments related by games. Social capital is understood here as a potential of interactions embedded in interpersonal ties and social norms, which can bring advantages for individuals, groups and societies. The author takes a closer look at: the main features of this multi-dimensional category; significant differences between human, social and cultural capital; as well as the positive and negative influences of social capital.
EN
Alternate Reality Games, typical of the culture of the 21st century, are a fringe phenomenon which fail to conform to the canonical definitions of games created in the 20th century. ARG are characterised by multimediality, information acquisition, massive participation resulting in collective intelligence, an illusion of reality, and an idiosyncratic form of narrativity. The article highlights the distinctive features of ARG as gleaned from the analyses of the prototypical ARG The Beast, as well as from formal definitions suggested by ARG practitioning scholars, and discusses them in the light of contemporary game definitions.
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