Czego gry cyfrowe mogą nas nauczyć o (dominującej) męskości?

2020
journal article
article
dc.abstract.enDigital 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.pl
dc.affiliationWydział Filozoficzny : Instytut Socjologiipl
dc.contributor.authorGałuszka, Damian - 377779 pl
dc.date.accession2021-02-09pl
dc.date.accessioned2021-02-16T17:29:41Z
dc.date.available2021-02-16T17:29:41Z
dc.date.issued2020pl
dc.date.openaccess12
dc.description.accesstimepo opublikowaniu
dc.description.additionalBibliogr. s. 441-444. Tekst w j. ang. s. 445-465pl
dc.description.number1pl
dc.description.physical423-444pl
dc.description.publication1,4pl
dc.description.versionostateczna wersja wydawcy
dc.description.volume17pl
dc.identifier.issn2300-0422pl
dc.identifier.projectROD UJ / OPpl
dc.identifier.urihttps://ruj.uj.edu.pl/xmlui/handle/item/265099
dc.identifier.weblinkhttps://pressto.amu.edu.pl/index.php/kse/issue/view/1751/565#page=423pl
dc.languagepolpl
dc.language.containerpolpl
dc.pbn.affiliationDziedzina nauk społecznych : nauki socjologicznepl
dc.rightsUdzielam licencji. Uznanie autorstwa - Bez utworów zależnych 4.0 Międzynarodowa*
dc.rights.licenceCC-BY-ND
dc.rights.urihttp://creativecommons.org/licenses/by-nd/4.0/legalcode.pl*
dc.share.typeotwarte czasopismo
dc.subject.endigital gamespl
dc.subject.enmasculinitypl
dc.subject.enrepresentationspl
dc.subject.engenderpl
dc.subject.enavatarpl
dc.subtypeArticlepl
dc.titleCzego gry cyfrowe mogą nas nauczyć o (dominującej) męskości?pl
dc.title.alternativeWhat can digital games teach us about (dominant) masculinity?pl
dc.title.journalKultura, Społeczeństwo, Edukacjapl
dc.typeJournalArticlepl
dspace.entity.typePublication
dc.abstract.enpl
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.
dc.affiliationpl
Wydział Filozoficzny : Instytut Socjologii
dc.contributor.authorpl
Gałuszka, Damian - 377779
dc.date.accessionpl
2021-02-09
dc.date.accessioned
2021-02-16T17:29:41Z
dc.date.available
2021-02-16T17:29:41Z
dc.date.issuedpl
2020
dc.date.openaccess
12
dc.description.accesstime
po opublikowaniu
dc.description.additionalpl
Bibliogr. s. 441-444. Tekst w j. ang. s. 445-465
dc.description.numberpl
1
dc.description.physicalpl
423-444
dc.description.publicationpl
1,4
dc.description.version
ostateczna wersja wydawcy
dc.description.volumepl
17
dc.identifier.issnpl
2300-0422
dc.identifier.projectpl
ROD UJ / OP
dc.identifier.uri
https://ruj.uj.edu.pl/xmlui/handle/item/265099
dc.identifier.weblinkpl
https://pressto.amu.edu.pl/index.php/kse/issue/view/1751/565#page=423
dc.languagepl
pol
dc.language.containerpl
pol
dc.pbn.affiliationpl
Dziedzina nauk społecznych : nauki socjologiczne
dc.rights*
Udzielam licencji. Uznanie autorstwa - Bez utworów zależnych 4.0 Międzynarodowa
dc.rights.licence
CC-BY-ND
dc.rights.uri*
http://creativecommons.org/licenses/by-nd/4.0/legalcode.pl
dc.share.type
otwarte czasopismo
dc.subject.enpl
digital games
dc.subject.enpl
masculinity
dc.subject.enpl
representations
dc.subject.enpl
gender
dc.subject.enpl
avatar
dc.subtypepl
Article
dc.titlepl
Czego gry cyfrowe mogą nas nauczyć o (dominującej) męskości?
dc.title.alternativepl
What can digital games teach us about (dominant) masculinity?
dc.title.journalpl
Kultura, Społeczeństwo, Edukacja
dc.typepl
JournalArticle
dspace.entity.type
Publication
Affiliations

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