"Sens granie" - analiza gier cyfrowych pod kątem myśli Viktora Frankla

Autor

  • Emanuel Jarząbek Uniwersytet Papieski Jana Pawła II w Krakowie image/svg+xml
  • Kacper Warzecha Uniwersytet Papieski Jana Pawła II w Krakowie image/svg+xml
  • Nicoletta Żmija Uniwersytet Papieski Jana Pawła II w Krakowie image/svg+xml

DOI:

https://doi.org/10.7494/human.2026.25.1.8009

Słowa kluczowe:

eskapizm, motywacja, psychologia, sens, gry cyfrowe

Abstrakt

Przełomowym momentem w historii gier cyfrowych okazała się pierwsza dekada XXI wieku, kiedy nastąpiła istotna zmiana ich funkcji. Współcześnie można zaobserwować ich ewolucję z narzędzi, będących źródłem rozrywki i nośnikiem informacji kulturowej do medium sensotwórczego. Celem niniejszego artykułu jest analiza pojęcia sensu oraz związanego z nim eskapizmu oraz próba ustrukturyzowania ich obecności w medium gier cyfrowych oraz przedstawienie aktualnych badań związanych z tą tematyką. Skupimy się na przedstawieniu pojęcia sensu z perspektywy postaci w grze i przebiegu jej narracji, metagier oraz poszukiwaniu aspektów sensu przez samego gracza.

Pobrania

Statystyki pobrań niedostępne.

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Pliki dodatkowe

Opublikowane

2026-06-30

Jak cytować

Jarząbek, E., Warzecha, K., & Żmija, N. (2026). "Sens granie" - analiza gier cyfrowych pod kątem myśli Viktora Frankla. Studia Humanistyczne AGH, 25(1). https://doi.org/10.7494/human.2026.25.1.8009