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Digital games are a medium of constantly growing sociocultural
significance, which strengthens and expands
their potential to influence players. Participation in digital
games, however, is indirect and thus accomplished
through an avatar - a hero, an object or a more abstract
structure that allows the player to impose his will in the
game world. At the same time, male avatars embody a specific
type of masculinity, symbolically affecting the user.
This mutual interaction can be of particular importance in
shaping the ideas and views around one’s masculinity or
its patterns in the cultural and social dimension. In this
sense, players learn from games how to be a man. This
article constitutes an attempt at capturing the leading types
of masculinity among the main protagonists of the most
popular digital games. The study shows that many popular
games reproduce the stereotypical narratives of dominant
masculinity as understood by Zbyszko Melosik. The article
contains an attempt at indicating the reasons for this state
of affairs and the possible consequences for the players.
słowa kluczowe w j. angielskim:
digital games, masculinity, representations, gender, avatar