To be a S.T.A.L.K.E.R. on architecture, computer games and tourist experience in the Chernobyl Exclusion Zone

2019
book section
article
8
cris.lastimport.wos2024-04-09T20:28:57Z
dc.abstract.enThe paper covers one of the specific cases of the role of simulacra in tourist experience. The following research seeks to explore the relationship between growing popularity of visits to the Chernobyl Exclusion Zone (CEZ) and its image as "a post-apocalyptic site". The architecture of the abandoned city of Pripyat' and Chernobyl, as well as the power plant itself, serve as an exquisite tool for creating different media narratives which become a source of inspiration for tourist industry. One among them are video games "S.T.A.L.K.E.R." and "Call of Duty 4'. They have gained a spectacular interest of game players worldwide, thereby contributing to the development of tourism in the CEZ. This article aims at showing how the Zone space is subjected to a simulation and what implications for tourist experience it brings. The research seeks to depict how the games reflect the real architecture of the CEZ, and consequently stimulates motivations and experience of people who visit or wish to visit the site. The analysis is based on the online survey among game players who have visited or plan to visit the Zone.pl
dc.affiliationWydział Studiów Międzynarodowych i Politycznych : Instytut Studiów Międzykulturowychpl
dc.contributor.authorBanaszkiewicz, Magdalena - 159821 pl
dc.contributor.authorDuda, Anna - 183256 pl
dc.contributor.editorGravari-Barbas, Mariapl
dc.contributor.editorGraburn, Nelsonpl
dc.contributor.editorStaszak, Jean-Francoispl
dc.date.accessioned2020-02-21T13:00:58Z
dc.date.available2020-02-21T13:00:58Z
dc.date.issued2019pl
dc.description.physical197-210pl
dc.description.publication0,81pl
dc.identifier.doi10.4324/9780429278952-11pl
dc.identifier.eisbn978-0-429-27895-2pl
dc.identifier.isbn978-0-367-23248-1pl
dc.identifier.project2016/23/D/HS3/01960pl
dc.identifier.projectROD UJ / Opl
dc.identifier.urihttps://ruj.uj.edu.pl/xmlui/handle/item/149567
dc.languageengpl
dc.language.containerengpl
dc.pubinfoLondon-New York : Routledgepl
dc.publisher.ministerialRoutledgepl
dc.rightsDodaję tylko opis bibliograficzny*
dc.rights.licenceBez licencji otwartego dostępu
dc.rights.uri*
dc.subtypeArticlepl
dc.titleTo be a S.T.A.L.K.E.R. on architecture, computer games and tourist experience in the Chernobyl Exclusion Zonepl
dc.title.containerTourism Fictions, Simulacra and Virtualitiespl
dc.typeBookSectionpl
dspace.entity.typePublication
cris.lastimport.wos
2024-04-09T20:28:57Z
dc.abstract.enpl
The paper covers one of the specific cases of the role of simulacra in tourist experience. The following research seeks to explore the relationship between growing popularity of visits to the Chernobyl Exclusion Zone (CEZ) and its image as "a post-apocalyptic site". The architecture of the abandoned city of Pripyat' and Chernobyl, as well as the power plant itself, serve as an exquisite tool for creating different media narratives which become a source of inspiration for tourist industry. One among them are video games "S.T.A.L.K.E.R." and "Call of Duty 4'. They have gained a spectacular interest of game players worldwide, thereby contributing to the development of tourism in the CEZ. This article aims at showing how the Zone space is subjected to a simulation and what implications for tourist experience it brings. The research seeks to depict how the games reflect the real architecture of the CEZ, and consequently stimulates motivations and experience of people who visit or wish to visit the site. The analysis is based on the online survey among game players who have visited or plan to visit the Zone.
dc.affiliationpl
Wydział Studiów Międzynarodowych i Politycznych : Instytut Studiów Międzykulturowych
dc.contributor.authorpl
Banaszkiewicz, Magdalena - 159821
dc.contributor.authorpl
Duda, Anna - 183256
dc.contributor.editorpl
Gravari-Barbas, Maria
dc.contributor.editorpl
Graburn, Nelson
dc.contributor.editorpl
Staszak, Jean-Francois
dc.date.accessioned
2020-02-21T13:00:58Z
dc.date.available
2020-02-21T13:00:58Z
dc.date.issuedpl
2019
dc.description.physicalpl
197-210
dc.description.publicationpl
0,81
dc.identifier.doipl
10.4324/9780429278952-11
dc.identifier.eisbnpl
978-0-429-27895-2
dc.identifier.isbnpl
978-0-367-23248-1
dc.identifier.projectpl
2016/23/D/HS3/01960
dc.identifier.projectpl
ROD UJ / O
dc.identifier.uri
https://ruj.uj.edu.pl/xmlui/handle/item/149567
dc.languagepl
eng
dc.language.containerpl
eng
dc.pubinfopl
London-New York : Routledge
dc.publisher.ministerialpl
Routledge
dc.rights*
Dodaję tylko opis bibliograficzny
dc.rights.licence
Bez licencji otwartego dostępu
dc.rights.uri*
dc.subtypepl
Article
dc.titlepl
To be a S.T.A.L.K.E.R. on architecture, computer games and tourist experience in the Chernobyl Exclusion Zone
dc.title.containerpl
Tourism Fictions, Simulacra and Virtualities
dc.typepl
BookSection
dspace.entity.type
Publication
Affiliations

* The migration of download and view statistics prior to the date of April 8, 2024 is in progress.

Views
25
Views per month
Views per city
Krakow
5
Ashburn
2
Dublin
2
Wroclaw
2
Bologna
1
Chicago
1
Des Moines
1
Karlsruhe
1
Mogilany
1
Poznan
1

No access

No Thumbnail Available