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PL
Wiedza dotycząca historii życia codziennego nie jest zbyt silnie reprezentowana w podręcznikach do historii, koncentrujących się generalnie na aspektach politycznych i chronologicznych. W kulturze masowej powstałej na gruncie tego zaniedbania spotykamy liczne uproszczenia, zniekształcenia i przekłamania wyrosłe z popularnych stereotypów na temat dawnych epok. Artykuł dotyczy jednego z barwniejszych elementów popkultury, czyli mitu wikingów w hełmach z rogami, a przy okazji kontaktów wikingów ze Słowianami i wzajemnej relacji ludów mieszkających nad Bałtykiem – tak bliskich geograficznie, ale bardzo odległych, jeśli chodzi o stopień świadomości użytkowników kultury masowej, szczególnie projektantów gier.
EN
Knowledge in the area of the history of everyday life is not represented very strongly in history coursebooks, which focus generally on political and chronological aspects. The mass culture growing from this shortcoming contains a great number of simplifications, distortions, and falsifications concerning past epochs. This paper concerns one of the more colourful elements of pop culture, which is the myth about Viking helmets with horns on top. The article also discusses the Vikings’ contacts with the Slavs and the mutual relations of the peoples living in the Baltic Sea region, so close geographically, but culturally very far apart in terms of the degree of awareness of the users of mass culture, in particular game designers.
EN
Although they are mentioned in sagas and often shown on rune stones, old board games are a big challenge for researchers trying to answer questions about their actual rules. Exhibiting the remains of such a board game in a cabinet at a museum makes it a static object, not a socially functioning cultural component. It is harder to say how a particular game was played in the past (e.g., what elements and strategies were necessary), as well as to determine if the social prestige of that game was similar to, say, that of chess in later times. There is always a dilemma: whether we are able to reconstruct the rules or just to create a potential, not easily verifiable game image which is based on chronologically later principles. The article is devoted in particular to the reconstruction of the most prestigious of board games in Viking Scandinavia – hnefatafl. Boards and iconic presentations of this game are found in the whole area of Scandinavian influence and contacts, from the British Isles to the shores of the Baltic Sea. The game, known probably from the fifth century AD, was very popular in the whole Viking area, and only with the spread of chess did it lose its preeminence as “the game of kings”. However, this was not the end of its career, because, for instance, the first purely European chess set, the so-called Lewis Chessmen, was most likely also a set for playing hnefatafl. The rules of hnefatafl were reconstructed using the game rules from the eighteenth-century diary of Carl Linnaeus. This raises numerous questions concerning the credibility of the rules which are applied when hnefatafl is played today.
EN
The popular set of chess pieces, seemingly fixed and eternal, does not reflect the look and character of the original version of this game. The first sets discovered in excavations did not contain the figures we know, such as the queen, bishops and knights. Instead, we had a vizier, elephants, chariots, and horsemen, and their cultural significance was different from that to which we are now used. It is worth considering how these changes came to pass and how we can show chronologically the transformation of chess symbolism, from a military game into a court one. The best example is the change of the strongest piece on the chessboard – the vizier – into the queen. Judging by archaeological and historical sources, this transformation took place at the turn of the tenth and eleventh centuries. It may have been influenced by a number of new cultural and also political trends, for chess was not only a game and entertainment, and in the stylistic transformations one can hardly see just an aesthetic change. A set of chess was also a prestigious item, and as such constituted an important symbolic element in the material culture. This article is an attempt to summarize the said transformation; moreover, it contributes to the discussion about the reflection of social, political and cultural changes in the Middle Ages in games.
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PL
Tematem artykułu jest analiza możliwości i ocena potrzeby wykorzystania dorobku nauk historycznych (w  szczególności archeologii) w badaniu gier. W dotychczasowej dyskusji na ten temat dominuje przeświadczenie, że gry jako element ludyczny są zjawiskiem nastawionym na przyjemność i jako takie nie podlegają ewaluacji jako element kulturotwórczy. Wszelkie zaś wątki w grach z zasady stanowią rezultat niezobowiązującej kreacji. Nawet te wykorzystujące wiedzę historyczną, przedstawiające obraz dawnych czasów nie są rozpatrywane jako głos w dyskusji o promowanym wizerunku naszej rzeczywistej przeszłości. Pojawia się jednak pytanie, czy takie podejście nie jest wynikiem źle rozumianego postmodernizmu, gdzie w ramach problemów z „wielością prawd” częściej ocenia się stronę formalną niż merytoryczną. Tym samym legitymizuje się dowolne rekombinacje treści i propagowanie przestarzałych teorii, uznając je za jedną z wielu prawd, jakkolwiek by była ona już zdezaktualizowana.
EN
The aim of the article is to analyse the possibilities and the needs for achievements of historical sciences (especially archeology) in game studies. In the current discussion about this field, it is stated that games are merely entertainment, oriented only at pleasure, and as such are not a significant cultural element. All the stories in games are generally an effect of casual creation. Even those using historical knowledge and picturing the past are not actually evaluated as a voice in the discussion about the promoted image of our true past. The question is whether this approach is not a result of misguided postmodernism, where a part of the problem of “the multiplicity of truths” is often evaluating the form, not the content. If so, it legitimizes any recombination of the content and promotes obsolete theories, considering them as some of many truths, whether or not they were already outdated.
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