Słowo gra znaczy świat : przestrzeń gry wideo w kognitywnej teorii narracji

2017
journal article
article
cris.lastimport.wos2024-04-09T22:20:31Z
dc.abstract.enMaj outlines the main concepts of post-classical (cognitive and trans-medial) narrative theory (especially storyworld) in order to reintegrate the category of fiction and the fictional world into video game research. This integration of questions of mimeticism, representation (and its realism) or the intensity of the reception goes hand in hand with a discussion on Lisbeth Klastrup's notion of "a world’s worldness" as well as the history of theoretical and narratological concepts of perceiving the world, world-building and inhabiting fictional worlds. In the final part Maj draws on Tadeusz Sławek's oikological reflections to explore the increasingly frequent occurrence of houses and the inhabitation of virtual space in world-building video games - a phenomenon that suggests that a literary theory offers an apt perspective to tackle the most recent problems in games studies.pl
dc.affiliationWydział Polonistykipl
dc.contributor.authorMaj, Krzysztof - 162989 pl
dc.date.accession2020-09-11pl
dc.date.accessioned2020-09-21T09:09:30Z
dc.date.available2020-09-21T09:09:30Z
dc.date.issued2017pl
dc.date.openaccess12
dc.description.accesstimepo opublikowaniu
dc.description.additionalAutor podpisany jako Krzysztof M. Maj. Streszcz. po ang.pl
dc.description.number3 (165)pl
dc.description.physical192-209pl
dc.description.publication1,1pl
dc.description.versionostateczna wersja wydawcy
dc.identifier.doi10.18318/td.2017.3.1pl
dc.identifier.eissn2545-2061pl
dc.identifier.issn0867-0633pl
dc.identifier.projectROD UJ / OPpl
dc.identifier.urihttps://ruj.uj.edu.pl/xmlui/handle/item/246155
dc.identifier.weblinkhttps://rcin.org.pl/dlibra/publication/85809/edition/66255/contentpl
dc.languagepolpl
dc.language.containerpolpl
dc.rightsUdzielam licencji. Uznanie autorstwa - Użycie niekomercyjne - Na tych samych warunkach 4.0 Międzynarodowa*
dc.rights.licenceOTHER
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/legalcode.pl*
dc.share.typeotwarte repozytorium
dc.subject.enworld-buildingpl
dc.subject.enpost-classical narratologypl
dc.subject.enfictionpl
dc.subject.enrepresentationpl
dc.subject.envideo gamespl
dc.subject.enoikologypl
dc.subtypeArticlepl
dc.titleSłowo gra znaczy świat : przestrzeń gry wideo w kognitywnej teorii narracjipl
dc.title.alternativeThe word game means the world : the dimension of the video game in cognitive narrative theorypl
dc.title.journalTeksty Drugiepl
dc.title.volumeWszystko gra?pl
dc.typeJournalArticlepl
dspace.entity.typePublication
cris.lastimport.wos
2024-04-09T22:20:31Z
dc.abstract.enpl
Maj outlines the main concepts of post-classical (cognitive and trans-medial) narrative theory (especially storyworld) in order to reintegrate the category of fiction and the fictional world into video game research. This integration of questions of mimeticism, representation (and its realism) or the intensity of the reception goes hand in hand with a discussion on Lisbeth Klastrup's notion of "a world’s worldness" as well as the history of theoretical and narratological concepts of perceiving the world, world-building and inhabiting fictional worlds. In the final part Maj draws on Tadeusz Sławek's oikological reflections to explore the increasingly frequent occurrence of houses and the inhabitation of virtual space in world-building video games - a phenomenon that suggests that a literary theory offers an apt perspective to tackle the most recent problems in games studies.
dc.affiliationpl
Wydział Polonistyki
dc.contributor.authorpl
Maj, Krzysztof - 162989
dc.date.accessionpl
2020-09-11
dc.date.accessioned
2020-09-21T09:09:30Z
dc.date.available
2020-09-21T09:09:30Z
dc.date.issuedpl
2017
dc.date.openaccess
12
dc.description.accesstime
po opublikowaniu
dc.description.additionalpl
Autor podpisany jako Krzysztof M. Maj. Streszcz. po ang.
dc.description.numberpl
3 (165)
dc.description.physicalpl
192-209
dc.description.publicationpl
1,1
dc.description.version
ostateczna wersja wydawcy
dc.identifier.doipl
10.18318/td.2017.3.1
dc.identifier.eissnpl
2545-2061
dc.identifier.issnpl
0867-0633
dc.identifier.projectpl
ROD UJ / OP
dc.identifier.uri
https://ruj.uj.edu.pl/xmlui/handle/item/246155
dc.identifier.weblinkpl
https://rcin.org.pl/dlibra/publication/85809/edition/66255/content
dc.languagepl
pol
dc.language.containerpl
pol
dc.rights*
Udzielam licencji. Uznanie autorstwa - Użycie niekomercyjne - Na tych samych warunkach 4.0 Międzynarodowa
dc.rights.licence
OTHER
dc.rights.uri*
http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode.pl
dc.share.type
otwarte repozytorium
dc.subject.enpl
world-building
dc.subject.enpl
post-classical narratology
dc.subject.enpl
fiction
dc.subject.enpl
representation
dc.subject.enpl
video games
dc.subject.enpl
oikology
dc.subtypepl
Article
dc.titlepl
Słowo gra znaczy świat : przestrzeń gry wideo w kognitywnej teorii narracji
dc.title.alternativepl
The word game means the world : the dimension of the video game in cognitive narrative theory
dc.title.journalpl
Teksty Drugie
dc.title.volumepl
Wszystko gra?
dc.typepl
JournalArticle
dspace.entity.type
Publication
Affiliations

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