This article aims to discuss legal and organizational aspects of funding toy and game lending libraries with money from participatory budgets in Poland. It presents a case study of development and promotion of such project, based on a project “Wypożyczalnie gier planszowych w bibliotece” conducted in 2016 in six areas of Warsaw. The article presents organizational and procedural aspects of the project development, execution and promotion within the participatory budget procedure and outside, as well as public opinion, reactions of city officials and of people responsible for the realization of the project after it was voted through, and its results.
PL
Celem artykułu jest omówienie prawnych i organizacyjnych aspektów finansowania wypożyczalni gier ze środków dostępnych w miejskich budżetach partycypacyjnych. Zaprezentowana została w nim szczegółowa analiza przypadku tworzenia i promowania takiego wniosku o finansowanie, dokonana na przykładzie projektu „Wypożyczalnie gier planszowych w bibliotece”, z sukcesem przeprowadzonego wiosną 2016 w sześciu obszarach Warszawy. W artykule przedstawiono aspekty organizacyjne i proceduralne przygotowania projektu, działania promocyjne – realizowane w ramach przewidzianych przez procedurę budżetu partycypacyjnego, jak i poza nią, informacje zwrotne na temat projektu pozyskane od mieszkańców, reakcje urzędników i osób odpowiedzialnych za realizację projektu po jego przegłosowaniu oraz wyniki przedsięwzięcia.
Despite the development of the modern board games market, plenty of new titles published every year, and the growing use of games in different areas of life, the instructions for games have never been a frequent object of greater reflection of researchers or practitioners. The importance of instruction, especially for non-computer games, in which the game process depends on the correct understanding of a game’s principles, is difficult to overestimate. Anyway, as everyone who has ever played a board game knows, a badly written manual can not only hinder playing in line with the principles devised by the designer, but also destroy all pleasure from the game. In this paper, I present the results of a study, consisting of interviews with players (15 interviews) and of content analysis conducted on a sample of thirty deliberately chosen game manuals (for entertainment and training board games). The aim of this study is to gather material showing how instructions for gaming are currently constructed and what players expect from a well-written manual.
The article is devoted to the content analysis of 19 broadcasts for children and teens in six leading television channels dedicated to minors recipients in Poland. The study has been conducted on the basis of 16 criteria reflecting the positive and negative attributes of the programmes. It has aimed to answer the question of how the world is depicted in these broadcasts, and furthermore what socio-cultural patterns are transmitted to children and adolescents watching their favourite fairy tales and film heroes. The research conducted has proved that it is possible to identify both the best, most valuable from the point of view of the child’s development and socialization channel (it is MiniMini+) and the most harmful, presenting negative values and negative patterns channel (which is Cartoon Network). The text presents the first in Polish media and sociological studies comparative analysis of such a large number of broadcasts for children and youth, and the analysis so widely verifying the content and formal elements of these broadcasts.
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