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Pulp era w grach fabularnych

100%
EN
The article aims to measure influence of American pulp magazines on modern roleplaying games. Short characteristic of their cultural phenomenon is included, as well as question is raised: do roleplaying games designers connect their work with pulp magazines in spectrum of topics, composition and mechanics?
EN
The Japanese attack on American military base in Pearl Harbor and the US entry into World War II changed lives of the American Japanese for several years. By the American government’s decision of January 1941, 110 thousand Nikkei, living mainly in the West Coast territory, were resettled and interned for the duration of the war. This action was undertaken in the atmosphere of hysteria after the Pearl Harbor attack and reinforced by the media and leading American politicians. The government’s movements were explained by a “military necessity” and the need to protect the country against sabotage and the attack of the “fifth column”. Franklin D. Roosevelt’s decision was an obvious violation of civil rights of the majority of the interned, as two thirds of them were US citizens. The Japanese were forced to leave their houses in a hurry and move to, originally temporary and then permanent, internment camps, where they stayed four long years. The interned were provided with medical aid, education and entertainment, and with time, the camps began to resemble small American towns. Yet, the living conditions were not satisfactory. For the majority of the interned the memories of the camps are so traumatic and humiliating, that they would like to erase them. For years they revealed their wartime experiences neither to friends and relatives nor to the rest of the American society. The aim of this article is to present living conditions in internment camps and find the reasons of trauma connected with the internment of the Japanese.
EN
The analysis attempts a definition of the lines of dependency which the work by Jacek Podsiadło (the leading poet of the „bruLion” generation) shares with the tradition of the broadly understood American culture. The abovementioned "network of influences" shows how strongly the poet's imagination is inspired and led by what may be called his permanent fascination with the American way of life and, also, the "spiritual" and "pop" versions of American heritage
EN
The purpose of this study is to describe the bibliographical contributions regarding America and its inhabitants in the Spanish Theatre of the Golden Age since 1992 (the year of the Quincentenary of the Discovery of America). We examine all the critical editions of the comedias and their translations as well as the monographic studies and articles written in Spanish, English and Polish leaving aside all the theses or dissertations and digital resources.
EN
The article presents an analysis of the operations of the Whitney Plantation Museum, which opened in 2014 in Wallace, LA (USA), situated within the context of plantation heritage tourism in the American South. The argumentation offers an illustration of the significant transition, even though still of marginal character, of the dominant tendencies of representing slavery in heritage sites (plantation museums) devoted to cultivating knowledge about the history of the region. New materialist in its orientation, the analysis subscribes to the most fundamental assumption of this philosophical tendency, namely that knowledge is generated in material-semiotic ways, and applies this approach in an enquiry into the educational experience offered to visitors by this heritage site. The article argues that although the emergence of institutions such as Whitney Plantation is meant to pluralise the memorial landscape of a given community, rather than serving as multivocal spaces they tend to remain steeped in fragmentation.
World Literature Studies
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2019
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vol. 11
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issue 2
95 – 110
EN
This study presents literary material that originated in the post war Czechoslovak Republic in the late 1940s and early 1950s, inspired by the experience of traveling to Mexico. The subject of interpretation is two books of travel sketches: the Slovak literary and theatre scholar Ján Boor’s Mexico (1949) and the Czech journalist and diplomat Norbert Frýd’s Mexico is in America (1952). Based on the aforementioned texts, the study seeks to reconstruct the image of Mexico as it was shaped by the Czechoslovak cultural discourse of the period, while at the same time aiming to reveal the ideological platforms of both authors’ narratives. The selection of interpreted works was marked by the fact that both were written during a period of stronger influence of the Communist Party of Czechoslovakia, the authors represent the same generation and represent a distinctive form of coexistence of Czech and Slovak culture in the territory of one state.
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"Fallout 2": postmodernistyczna gra komputerowa

75%
EN
The computer game Fallout 2 is a sequel to the well-known hit Fallout. As a simple reproduction it copies and enhances the engine of the original game but in terms of conveyed ideas it becomes a postmodern play of meanings with the player. Its presented world recalling the atmosphere of the 1950–1960s in America – the atmosphere saturated with the fear of nuclear annihilation, Fallout seriously gave a warning of military totalitarianism. The main idea expressed by Fallout 2 consists in the cognitive subject’s distancing from culture and the sense of multiplicity: each solution, both in the game and in culture, is but one of a number of those available. The choice of a solution invariably brings about both positive and negative consequences. To put aside the player’s objective determined by the plot line, the presented world in Fallout 2 is like a panopticon which houses as exhibits various cultural stereotypes concerning the US history and a global development of civilisation. The player-hero roams the game world like a Baumanian tourist, entertaining themselves on the way with solving puzzles and above all with identifying multifarious quotations from particular “texts of culture” (film, literature, television, history) and genre conventions (western, SF, horror film). Humour and irony, omnipresent in the presented world, as well as quotations from Fallout and allusions to the players’ experience with computer technosphere lead to the deconstruction of Fallout 2 and exposure of its conventional nature as a computer game. In spite of challenging the reality of the presented world the problems posed to the player remain real. The player’s true though hidden objective boils down to the recognition of and reflection over allusions to social phenomena (political systems from democracy to utopia, organised crime, religious sects) and moral problems (a choice of the lesser and greater evil, truthfulness and deception).
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