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EN
The paper consists of two parts. The first one is an introductory attempt to translate the concepts of literary genology into concepts useful in analyzing the rulebook of the role-playing game Changeling: The Lost. The key term here is “genre convention”, which replaces the concept of “genre”. Whereas the word “genre” suggests belonging to a certain class of texts, the phrase “genre convention” implies a less strict relation to genre patterns, based rather on a hermeneutic reference to living cultural tradition than on a paradigmatic realization of frozen forms. Such an approach appears to be proper while discussing those cultural texts which creatively combine several genre conventions, instead of limiting themselves to just one. This is exactly the kind of combination that we have to do with in Changeling: The Lost. The second part of the text includes a brief depiction of the presented world of the game and an analysis of this world with regard to the genre conventions it employs. The most numerous group of these is made up from genre conventions that are typical of the cycle of games called “the World of Darkness”: investigation, thriller and horror, psychological, social, urban fantasy, as well as the gothic convention (which is perhaps broad enough so as not to be considered a genre). However, it is the references to the conventions of folk genres — fairy-tale in particular — which are of special interest here. The application of adapted genological terminology allows to distinguish rather precisely the elements of various conventions in the Changeling: The Lost rulebook, being an example of how useful the method of literary studies can be in researching the phenomena of various media.
EN
The late Richard Grathoff has exerted a strong influence on the development of Polish interpretive sociology. The essay briefly describes his ties with Poland and proceeds to report on the problems raised at a recent symposium held in Warsaw in his memory. The major topics discussed at the symposium include life-worlds, social inconsistencies, the role of symbols, and the attributes of contemporary society.
EN
Eight factors in the diversity of participation in role-playing games are named in the paper: age, gender, gaming experience, playing frequency, selected systems, division of roles in the game, extra-session engagement, interest in other kinds of leisure. The article demonstrates how these issues were included or omitted in reports on empirical psychological research that was conducted in Poland in the years 2001-2008. The results of the review imply that most of these factors did not receive adequate consideration in works from that period, which shows certain weaknesses in this area of Polish RPG research.
EN
Piotr Kubiński’s monograph is an outline of certain specific aspects of video games, examined from the perspective of poetics. Apart from a semiotic analysis of the user interface and a look at how games influence various texts and practices, what the readers will find here is an investigation into the strained relationship between immersion and emersion in video games. Contrary to the popular belief that immersion is unquestionably desirable, Kubiński shows that emersion – a group of phenomena that disrupt the players’ impression of unmediated presence in the game world – can also be a source of ludic and artistic effects that merit a scholarly study. The book offers a well-organized and carefully documented analysis of an understudied dimension of digital games; the tensions between immersion and emersion are present in many, if not all, video games; and the author’s efforts in other publications are making the term “emersion” more visible. For these three reasons, the monograph has the potential to become a significant work in Polish game studies, encouraging other scholars to apply Kubiński’s term in their own research. This would be instrumental in the development of an academic field that has suffered from insufficient accumulation of knowledge.
PL
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EN
In this paper we analyse selected psychological and cultural aspects of the Asperger Syndrome (a mild form of autism). We present its characteristic cognitive style and compare it to that of the hard sciences. Our claims about this connection are supported by some empirical data. Additionally, we investigate similarities in the social behaviour of people with Asperger Syndrome and nerds (i.e. intelligent people with deep interests, but also with certain social difficulties).
EN
Some participants of popular culture do not confine themselves to a one-time contact with a favorite book or movie. Instead, they return to fictional worlds, creating literary texts based on original works and sharing these texts with other followers of the same pop-products. A number of these fan-made pieces contain idealized characters whose mentalities tend to be very similar to the personalities of their creators. Such characters, who are known under the name of Mary Sue, frequently become an object of harsh criticism on the readers’ part. The paper presents various forms of so strong a negative reaction and describes its possible causes, basing on the analysis of a discourse created by the users of Mirriel Literary Forum (a message board which attracts people who are interested in amateurs’ literary pieces). The main goal of the paper is to demonstrate how the information obtained in discourse analysis may shed new light on the rules which govern the lives of all kinds of fan communities – most importantly, the rule of staying faithful to the object of one’s passion, that is, to the worlds created by professional authors. Apart from that, the paper demonstrates a concise discussion of the strong and weak points of the method employed.
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