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PL
A novel that was not there: on Andrzej Sapkowski’s Sezon burzAndrzej Sapkowski’s new novel, which after almost fifteen years goes back to the world as well as the character of Geralt the witcher, possibly the most important hero in the sword and sorcery genre in Poland, has left readers with a sense of awkward unfulfillment. Reviews appreciate the smooth narrative and fast-paced action of the novel, yet they also complain about the lack of the unspecified but essential effect characteristic of the previous volumes. This paper constitutes an attempt to interpret the novel in the context of the abovementioned incompleteness: by means of the chronotopic analysis and juxtaposition of motif series, I describe the complex process of dismissing every possible consequence of the novel’s plot, which, in the long run, is rendered irrelevant. That is how the text, on the one hand, engages the reader in a game of excitement and unfulfillment, while, on the other, seems to correspond with the fantasy genre deconstruction project hitherto realized by Sapkowski, and thus enters a dialog with both the expectations of starved fans and the academic criticism directed at the author’s work.
PL
Video Games Heteroglossia and Player Situation: Initial DiagnosisThe aim of this paper is to create initial frame for possible translation of Bakhtinian key concept of heteroglossia into video game analysis. Although devised to describe specifics of the novel and tightly-knitted to its material, social and historical aspects, can be also seen as possible framework for description of other non-homogenic texts, such as cinema or, in this case, digital game. The opportunity to employ the concept of heteroglossia is rooted in game studies tradition, very eager to single out various layers, or parts of the game itself. Such perspective not only opens venue for concluding two-decade long quarrel over the importance of various game components for understanding the phenomenon – it can be also instrumental in describing the social background and ideology of gamers, understand as particular culture, and depicting the position and role of the player during the very act of the gameplay. It can be also seen as an introduction to the understanding cultural significance and role of the video game.
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