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Nowe wymiary tożsamości : media, kultura popularna, rzeczywistość cyfrowa

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Nowe wymiary tożsamości : media, kultura popularna, rzeczywistość cyfrowa

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dc.contributor.author Baluch, Wojciech [SAP11015792] pl
dc.date.accessioned 2016-12-19T13:21:13Z
dc.date.available 2016-12-19T13:21:13Z
dc.date.issued 2016 pl
dc.identifier.issn 1644-6763 pl
dc.identifier.uri http://ruj.uj.edu.pl/xmlui/handle/item/34146
dc.language pol pl
dc.rights Udzielam licencji. Uznanie autorstwa - Użycie niekomercyjne - Bez utworów zależnych 4.0 Międzynarodowa *
dc.rights.uri http://creativecommons.org/licenses/by-nc-nd/4.0/pl/legalcode *
dc.title Nowe wymiary tożsamości : media, kultura popularna, rzeczywistość cyfrowa pl
dc.title.alternative New dimensions of identity : media, popular culture, digital reality pl
dc.type JournalArticle pl
dc.description.physical 245-262 pl
dc.description.additional Streszcz. po ang. pl
dc.identifier.weblink http://pressto.amu.edu.pl/index.php/pt/article/view/6542/6559 pl
dc.abstract.en The text concentrates on the issue of identity and its transformations, driven by the spread of media and digital culture. In the first part it presents three canonic proposals for reflections on virtual identity. Firstly, reflections on the communication dimension of identity derived from Martin Buber’s philosophy of dialog. Secondly, the concept of "ontological shift" as suggested by Marek Krajewski, who sees in it the remedy for the lack of a real dimension of many virtual contacts. Thirdly, the issues of the integrity of the individual and the fluidity of modern reality in the approaches proposed by Wolfgang Welsh, Anthony Giddens, and Zygmunt Bauman. The analytical part contains an analysis of the important aspects of the notion of identity. The first is the issue of the subjectivity of an utterance and its source, which will be discussed using the example of a play based on texts that adapted from Internet blogs. The second issue is an attempt to answer the question posed by Sherry Turkle of whether if it is possible to kill someone virtually. The point of reference for the search for a solution to this issue is the popular computer game "Vampire". The last aspect has to do with celebrity identity in the media world. This concerns the phenomenon of celebrities in the pragmatic dimension as a model strategy of behaviour in the world, in which the boundary between privacy and public space has been blurred. On the basis of these analyses, which cover merely a small part of human experience, the author proposes a new methodological approach to perceiving and analysing aspects of identity revealed through the confrontation with the new virtual reality. pl
dc.subject.pl media pl
dc.subject.pl kultura popularna pl
dc.subject.pl rzeczywistość cyfrowa pl
dc.subject.en media pl
dc.subject.en popular culture pl
dc.subject.en digital reality pl
dc.description.volume 25 pl
dc.description.publication 1,17 pl
dc.identifier.doi 10.14746/pt.2016.25.11 pl
dc.identifier.eissn 2450-5765 pl
dc.title.journal Przestrzenie Teorii pl
dc.language.container pol pl
dc.date.accession 2016-12-14 pl
dc.affiliation Wydział Polonistyki : Katedra Performatyki pl
dc.subtype Article pl
dc.rights.original CC-BY-NC-ND; otwarte czasopismo; ostateczna wersja wydawcy; w momencie opublikowania; 0 pl
dc.identifier.project ROD UJ / P pl
.pointsMNiSW [2016 C]: 10


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Udzielam licencji. Uznanie autorstwa - Użycie niekomercyjne - Bez utworów zależnych 4.0 Międzynarodowa Except where otherwise noted, this item's license is described as Udzielam licencji. Uznanie autorstwa - Użycie niekomercyjne - Bez utworów zależnych 4.0 Międzynarodowa