Contribution to Humanities
type: channel
description: The main goal of Studia Humanistyczne AGH. Społeczeństwo. Kultura. Technologia is to popularize the interdisciplinary perspective on the complex relations between modern technologies and society and culture. Since 2023, the journal has been published as a biannual publication and focuses on topics including: interrelations and influence between science and technology and society and culture; - the impact of innovation on contemporary societies and cultures (including their artifacts and practices) in the fields of urban studies, energy studies, and environmental and climate change research from the perspective of human experience and society; in the field of changes occurring in the media, media messages and communication under the influence of digitization and virtualization processes; related to contemporary inequalities in the context of technological change, including gender, disability, and old age studies. View more Editor-in-Chief: Grzegorz Ptaszek View Editorial Team
publisher: Wydawnictwa AGH
language: en
publication name: Contribution to Humanities
issn: 2300-7109
copyright: Authors who publish with this journal agree to the following terms: 1) Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal. 2) Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal. 3) Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
items: Space Representation In The Back To The Future Franchise: Narrative And Marketing Exploration Of Nostalgic Attitudes
items: Narrativizing Identity Through Play: A Case Study Based on The Tropical America Project
items: Clair Obscur as a manifestation of semantic dissonance in the perception of the indie game category
items: Not Just a Portfolio: The Role of Formal Education in the Game Development Industry
items: Sushi Cat—Cute Animal-Food Hybrids in Video Games
items: Changes in World Design and Exploration in the “S.T.A.L.K.E.R.” Series in the Context of Nostalgia, Strangeness, and Technological Development
items: Gag as a Challenge – the Tradition of the Western Cartoon in Adventure Games
items: Ludotariat in Minecraft – socioeconomic reflections on the role of the player in modern long-term game modes
items: Rummaging thorugh Marshal's drawers - the use of digital games in education based on publications by the Ministry of National Education and the Institute of National Remembrance
items: The portrayal of mental disorders and trauma in digital games, as exemplified by ''Hellblade: Senua's Sacrifice'' and ''My Child Lebensborn Remastered''
items: I have played these games before. The persistence and permanence of video game ruins.
items: The Meaning of Gaming: An Analysis of Digital Games Through the Lens of Viktor Frankl’s Philosophy
items: Human translator: expertise and uncertainty in the age of automated digital advertising
items: The Marketing Potential of Queer Literature in Libraries’ Promotional Activities – The Case of Instagram
items: The Role Of Social Media In Disseminating Knowledge About The History Of Fashion In China
items: Video Games and Contemporary Art: Polygonal Painting and Environmental Storytelling in Art Installation.
items: New Migrations, New Narratives: On the Study of Migration Narratives. Introductory Remarks
items: Social Boundaries Of Friendship And Love: Muslim Students In The Academic Sphere Of Kraków
items: Can embracing contradictory moral principles be a cure for political polarization? Jonathan Haidt's Moral Foundations Theory.
items: Writing skills in Polish as a second language in students with migration experience in Polish schools – context and theoretical review
items: Unlocking The World: Expert Insights On High School Study Abroad – Examining Afs Intercultural Programs as an Example Organisation
items: Broken Biographies of Russian Migrant Women in Poland After Russia's Aggression Against Ukraine
items: Narrative Identity: Strategies For Constituting The Self In Relation To Place Through Storytelling – The Case Of Renata Radłowska’s Nowohucka Telenowela
items: Podhale Narratives About War Refugees From Ukraine
items: Refugees' perception of the shape of Europe: The case from Kos
items: Will There Be Two Belarusian Minorities in Poland? Mutual Relations and the Perception of the Belarusian Minority and Immigrants from Belarus
items: Environmental Migrations in the Context of Social Inequalities
items: “Yizkor”: A Case of Holocaust Memory Activism In a Czech Village
items: Transgenerational Holocaust Memory In Slovakia: From Forgetting to Ambivalence About the Roots of Hatred
items: Mitigating Central Tendency And Acquiescence Biases in Survey Design: A Methodological Exploration With Empirical Evidence

Space Representation In The Back To The Future Franchise: Narrative And Marketing Exploration Of Nostalgic Attitudes
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description: The topic of space in movie and video games is a very interesting case study. The aim of this article is to conduct a qualitative analysis of the approaches used by the creators of a transmedia franchise to refer to, present and play with the places in persuasive communication (marketing communication). In the theoretical part, the scientific theories concerning space and place have been discussed (using film and video game studies methodology). The theoretical introduction has been supplemented by transmedia communication, marketing and nostalgia issues. The research materials include: the Back to the Future [=BTTF] film trilogy (1985–1989, Universal Studio), BTTF The Animated Series (1991–1992, Universal Studios), and also BTTF The Game (2010, Telltale Games). 19 key observations have been made in regards to the analysed materials.
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creator: Rafał Jakiel
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8040

Narrativizing Identity Through Play: A Case Study Based on The Tropical America Project
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description: The paper present and analyzes an educational project initiated and conducted in 2001-2002 by Jessica Irish and Juan Devis at Belmot High School in Los Angeles, which resulted in a flash game titled Tropical America, available until the end of 2020 at https://jessirish.com/tropical/. The project and the game are analyzed in the article from several different perspectives: as a product situated between art game and serious game and constituting an important voice for the second-largest cultural community in the United States, which is still underrepresented in mainstream media; as an implementation of the spect-actor concept, which fosters audience engagement while simultaneously making them co-creators of the narrative; from the perspective of the game as a vehicle for violence, which can be both creative and cathartic; and in terms of the game’s graphic design and the ways of representing Central and South America, which stands in opposition to the exoticization of this region and its inhabitants that dominates universal, and especially American, culture. The various perspectives adopted in the analysis serve to paint a possibly comprehensive picture of how the Tropical America project and game constituted not only an educational experiment, but also an important tool in building a sense of self-identity among young people representing the first generation of immigrants.
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creator: Marta Anna Raczek-Karcz
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8052

Clair Obscur as a manifestation of semantic dissonance in the perception of the indie game category
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description: This article analyzes the phenomenon of semantic dissonance in the use of the term “independent game”, using the media discourse surrounding Clair Obscur: Expedition 33, developed by Sandfall Interactive (2025), as an example. The authors examine the presence and categorization of the title at industry awards galas, in journalistic publications, and in discussions on social media forums. The aim of the analysis is to reveal the tension between the production’s economic and institutional status and its perception as an independent game in the minds of audiences and other participants in media discourse. The semantic dissonance is revealed as a clash of two visions of the independent game: the normative one – emphasizing its radicalism, freedom, and revolutionary potential – and the descriptive one, situating it within the real structures of the industry.
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creator: Krzysztof Olszamowski
creator: Kacper Karwacki
creator: Emilia Mazur
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8008

Not Just a Portfolio: The Role of Formal Education in the Game Development Industry
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description: The debate on preparation for work in the game development industry often emphasizes individual portfolios and self-directed learning while downplaying the importance of formal higher education. This article examines the role of academic education in the professionalization of game developers, with particular attention to soft skills, teamwork, and mentoring. The empirical basis of the study is a qualitative and quantitative analysis of 100 job advertisements published by Polish game development studios in September–October 2025. The research adopts a mixed-methods approach combining inductive content analysis with frequency analysis of competency requirements.
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creator: Hanna Pachurka
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8037

Sushi Cat—Cute Animal-Food Hybrids in Video Games
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description: This article analyzes the functioning of cute animal-food hybrids as a specific form of animal representation in mobile games. It demonstrates that combining motifs that strongly activate the reward system – animalism, food, and the aesthetics of cuteness – promotes the popularity of these titles and fits into the broader visual language of consumption characteristic of digital culture. These hybrids are not merely a decorative stylistic device, but an element of a design strategy based on the accumulation of “safe” and pleasant stimuli, intended to strongly influence audiences. As a result, animality is instrumentalized and reduced to an attractive symbol, masking the problem of structural violence under a layer of visual pleasure. I situate this article at the intersection of game studies and critical animal studies, analyzing the aesthetic and ethical implications of these representations. The classic concept of “kinderschema” (Lorenz, 1943) proves insufficient to describe the complexity of these visual forms. The concept of whimsical cuteness (Nenkov & Scott, 2014) becomes a more adequate interpretive category.
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creator: Emilia Mazur
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8007

Changes in World Design and Exploration in the “S.T.A.L.K.E.R.” Series in the Context of Nostalgia, Strangeness, and Technological Development
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description: This article will focus on the changes in the world’s design and exploration that have taken place in the game S.T.A.L.K.E.R. 2: Heart of Chornobyl (2024) compared to earlier games in the series. The starting point is the observation that the game developers faced a unique challenge. First, they had to reconcile two, to some extent contradictory, factors – the nostalgia of the series’ fans for the old game world and its strangeness, which is a fundamental feature of the Zone. Second, they also had to account the significant technological changes in game production that occurred between the latest instalment of the series and its predecessor, Call of Pripyat (2009). The article is divided into three main sections. The first section describes the experience of the first three parts of the series using the DDE structure, with particular emphasis on the game world and its exploration. The second section describes the aforementioned technological changes and their impact on the design of S.T.A.L.K.E.R. 2. The third section compares the most important changes in the latest instalment of the series with the findings concerning the trilogy from 2007–2009.
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creator: Kamil Kleszczyński
creator: Sławomir Krężel
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8029

Gag as a Challenge – the Tradition of the Western Cartoon in Adventure Games
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description: Cartoons are a phenomenon that originates from cinema, but they also have an important representation in video games. Using three adventure games as examples: Day of the Tentacle (LucasArts, 1993), The Pink Panther: Passport to Peril (Wanderlust Interactive, 1996), and The Pink Panther: Hocus Pocus Pink (Wanderlust Interactive, 1997), I would like to examine how typical cartoon aesthetics and features influence adventure game mechanics and quest design. The events shown in these titles are subordinated to a gag formula, their worlds live according to specific rules, and the characters inhabiting them brazenly ignore the laws of physics of empirical reality and are aware of their artificiality.
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creator: Krzysztof Czyżak
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8017

Ludotariat in Minecraft – socioeconomic reflections on the role of the player in modern long-term game modes
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description: This paper constitutes an exploration of the situation of the ludotarian – a player who invests a great amount of time in a particular game but is reluctant to pay for microtransactions – within the environment of servers in the game Minecraft that are administered independently of the game’s creators. The source of information is the author’s autoethnographic work: through participation in gameplay and by keeping ongoing written notes, the author obtained the perspective of a player positioned at the bottom of the social hierarchy, thus predisposed to engaging in gameplay as the ludotarian. The most important observations are: the subordination of gameplay to economic mechanisms and the fact that rewards – most often a non-transferable in-server currency – do not compensate for the labor required to obtain them, resulting in an inward accumulation of resources: during such gameplay, the ludotarian produces nothing. The status of owned by players goods is also debatable, as servers are often reset to prevent excessive inflation that would discourage players from accumulating greater capital, thus from engaging in gameplay. The servers themselves are administered by not fully transparent entities that frequently violate the official guidelines by Minecraft’s creators. The grassroots server environment, which induces ludotarization, is therefore in no way better than those created by game developers.
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creator: Maksymilian Wojnarowski
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8018

Rummaging thorugh Marshal's drawers - the use of digital games in education based on publications by the Ministry of National Education and the Institute of National Remembrance
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description: The article examines the principles and implementation of digital educational games published by two government institutions – the Institute of National Remembrance (IPN) and the Ministry of National Education (MEN). The titles published by these institutions are promoted as modern solutions designed to make school lessons more attractive and encourage students to learn by using a medium that, according to the creators, is preferred by young people. The term ‘gamification’ is commonly used in this context to indicate a radical modification of the existing model of education. However, the author notes that such a modification is not actually taking place, as the games created by these institutions remain in the form of textbook learning, and their creators demonstrate a profound misunderstanding of the medium they are using. Thus, this proves the need for further development and popularisation of game studies research.
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creator: Matylda Szpila
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.7905

The portrayal of mental disorders and trauma in digital games, as exemplified by ''Hellblade: Senua's Sacrifice'' and ''My Child Lebensborn Remastered''
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description: The article analyses the portrayal of mental disorders and trauma in digital games, using the examples of ‘Hellblade: Senua’s Sacrifice’, made by Ninja Theory, and My Child Lebensborn Remastered, developed by Sarepta Studio. These games belong to the genre of so-called “serious games” (Świątek), which are an important example of the use of interactive media to explore difficult psychological and social topics. The analysis of selected games is based on theories from the fields of cultural studies of illness (Szubert), game studies, and the psychology of trauma and mental disorders (Mielczarek-Żejmo). The article attempts to show how digital games, through their mechanisms, can engage the player and become a tool for critical cultural reflection.
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creator: Weronika Olesiak
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8016

I have played these games before. The persistence and permanence of video game ruins.
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description: In the article, I examine how digital cultures use and transform their ‘ruins’ (older content, earlier versions, abandoned games) to create new content, contexts, and experiences. Digital game spaces of older games function as cultural layers that are subject to both preservation and recycling. The main thesis is the assumption that digital game ruins operate on a spectrum between two poles: processuality, referring to the changing existence of systems and data within an active game environment, and permanence, meaning the stable, archival persistence of content as an artefact. In conclusion, it is noted that ruins of games create various forms of cultural archaeology: from ritual abandonment, through digital palimpsest, to graceful degradation. Ultimately, the discussed framework aims to contribute to understanding digital heritage as a process rather than a product.
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creator: Tomasz Gnat
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8015

The Meaning of Gaming: An Analysis of Digital Games Through the Lens of Viktor Frankl’s Philosophy
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description: The first decade of the 21st century proved to be a turning point in the history of digital games, when a significant change in their function took place. Today, we can observe their evolution from tools that are a source of entertainment and a carrier of cultural information to a meaning-making medium. The aim of this article is to analyze the concept of meaning and the related concept of escapism and an attempt to structurize their presence in the medium of digital games and to present current research related to this subject. We will focus on trying to present the concept of meaning from the perspective of a character in the game and the course of its narrative, metagames and the player’s search for aspects of meaning.
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creator: Emanuel Jarząbek
creator: Kacper Warzecha
creator: Nicoletta Żmija
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-06-30
publication date: 2026-06-30
doi: 10.7494/human.2026.25.1.8009

Human translator: expertise and uncertainty in the age of automated digital advertising
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description: This article analyzes the fundamental transformation of the work of Pay-Per-Click (PPC) specialists in the context of increasing automation and algorithmic opacity (the so-called black box) in digital advertising. As systems such as Google Ads and Meta Ads take over campaign optimization and budget allocation decisions, the role of the human expert is undergoing a profound redefinition. Based on a qualitative ethnographic study (including 27 in-depth interviews with PPC specialists and a netnographic analysis of discussions on industry forums), the article explores how practitioners negotiate responsibility and expertise in conditions of systemic uncertainty. The results indicate that the work of PPC specialists is evolving from a purely technical one to an interpretive and epistemic practice. Specialists increasingly function as interpreters of algorithmic decisions, explaining their results to clients and managers, striving to maintain the appearance of control over systems whose internal logic remains hidden. Tacit knowledge, based on intuition, emotional experience, and the collective production of meaning within communities of practitioners (e.g., on forums), proves to be key to their functioning. The article introduces and develops the concept of algorithmic accountability as an epistemic practice – the daily effort to make sense of, justify, and explain automated decisions in the face of structural ignorance. The study contributes to critical studies of algorithms by presenting PPC as a microcosm of the data economy, in which humans do not disappear but become indispensable interpreters, acting as guarantors of meaning in hybrid human-machine systems.
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creator: Natalia Chrobak
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-02-04
publication date: 2026-02-04
doi: 10.7494/human.2025.24.2.7835

The Marketing Potential of Queer Literature in Libraries’ Promotional Activities – The Case of Instagram
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description: Libraries are institutions with enormous social and bonding potential, which fosters inclusive initiatives. As such, they target individuals from diverse backgrounds and social groups, offering them a range of services. One group at risk of exclusion, and one largely overlooked by Polish libraries, is the LGBTQ+ community. Various types of libraries can provide this group with a service by collecting literature related to this topic – this includes scientific, popular science, historical, fiction, children's and young adult literature, as well as journals and zines. Such initiatives are not only inclusive but also attract interested audiences to libraries. This study attempts to examine marketing activities related to queer literature conducted within the social networking site Instagram. This portal, like other social media platforms, is used to promote library activities in the digital space. As part of the research, the author analyzed four hashtags related to literature addressed to LGBTQ+ people (#queerksiążki, #queerksiazki, #queerksiazka, #queerksiążka) to look at the content tagged with these tags, identify their types, authors, purposes of their publication, and find the potential for library marketing activities in this field.
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creator: Natalia Pamuła
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-01-30
publication date: 2026-01-30
doi: 10.7494/human.2025.24.2.7649

The Role Of Social Media In Disseminating Knowledge About The History Of Fashion In China
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description: This article analyzes selected cases from Chinese social media platforms such as Weibo, Douyin, Bilibili, and Xiaohongshu in terms of disseminating knowledge about the history of Chinese fashion. Widespread awareness of the diversity of Chinese attire began to emerge in society with the publication of Shen Congwen’s research in 1981. Acquiring knowledge in this field is associated with difficulties in reading specialized vocabulary and the specificity of the Chinese language. Social media in China has witnessed the emergence of influencers educating on fashion history. Reconstruction and training materials are published, offering easy-to-remember content. This medium offers an opportunity to disseminate knowledge from a broad perspective on fashion studies, but it carries risks. Not every creator possesses the necessary competences and knowledge. For this reason, social media contributes to the spread of false information and creates a distorted image of imperial-era fashion.
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creator: Magdalena Grela-Chen
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-02-03
publication date: 2026-02-03
doi: 10.7494/human.2025.24.2.7767

Video Games and Contemporary Art: Polygonal Painting and Environmental Storytelling in Art Installation.
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description: This article describes two kinds of relations between contemporary art and video games. The first part of the article is about contemporary painting, which draws inspiration from the style of polygon graphics. In the second part the author describes similarities between the methods of transmitting narrations in contemporary art installation and videogames, which use environmental storytelling.
subject: Articles
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creator: Adam Nehring
rights: Copyright (c) 2026 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2026-01-30
publication date: 2026-01-30
doi: 10.7494/human.2025.24.2.7676

New Migrations, New Narratives: On the Study of Migration Narratives. Introductory Remarks
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description: The article addresses narratives surrounding contemporary migration and is the outcome of an academic conference entitled ‘New Migrations, New Narratives’. The Contemporary Experience of Migration: Patterns, Strategies, Contexts’. In the introductory section, the authors explore the concept of narrative and its academic history. Originally a concept in literary studies, it has found its place within the broadly defined field of the social sciences, including sociology. The article outlines key research topics and directions present in the literature and discusses the potential application of narratology to migration studies, referring mainly to foreign sources due to the marginal presence of this subject in Polish migration research. The theoretical section focuses on the core of migration narrative research, which seeks to answer the question: how is migration narrated? More specifically, it examines how various forms of representation contribute to the production, dissemination and utilisation of knowledge about migration processes and phenomena. In the third part, the authors analyse the articles included in the volume, focusing particularly on their narrative dimensions.
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creator: Anna Fiń
creator: Łucja Kapralska
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 9
ending page: 22
doi: 10.7494/human.2025.24.1.7261

Social Boundaries Of Friendship And Love: Muslim Students In The Academic Sphere Of Kraków
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description: The article analyses the social experiences of Muslim students studying in Kraków, with a particular focus on their social networks, adaptation strategies and integration barriers. The study focuses on the process of establishing friendship and romantic relationships, as well as the impact of the socio-cultural and institutional context on the students’ daily lives. Using the method of in-depth interviews, the article shows how cultural differences, language barriers and Islamophobia shape the social functioning of the study group. The results indicate that students from Islamic countries in Poland often experience difficulties in building relationships with local people and rely more on ethnic and religious networks. In addition, religious identity issues strongly affect their ability to establish romantic relationships.
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creator: Maria Stojkow
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 109
ending page: 124
doi: 10.7494/human.2025.24.1.7143

Can embracing contradictory moral principles be a cure for political polarization? Jonathan Haidt's Moral Foundations Theory.
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description: The essay analyzes Jonathan Haidt’s Moral Foundations Theory (MFT) and its application in explaining political polarization. It discusses the three main principles of morality and the six universal moral foundations proposed by Haidt, as well as the controversial claim that the political right draws on a broader range of innate moral intuitions. Despite numerous theoretical and methodological objections to MFT, it remains an influential model for explaining ideological and political differences. At first glance, MFT leads to pessimistic conclusions that rational arguments have little significance and do not reduce worldview divisions. However, awareness of universal cognitive limitations and diverse moral matrices is undoubtedly a valuable perspective that expands the possibilities for social depolarization.
subject: Review Essay
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creator: Kinga Sekerdej
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 173
ending page: 188
doi: 10.7494/human.2025.24.1.7081

Writing skills in Polish as a second language in students with migration experience in Polish schools – context and theoretical review
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description: The article presents a literature-based review and identifies the principal challenges involved in fostering writing proficiency in Polish as a second language among upper-secondary students with migration experience. The introductory section delineates the scale and dynamics of recent migration to Poland, paying particular attention to its repercussions for the school system. The subsequent theoretical section clarifies key constructs – Polish as a second language, the language of schooling (Język Edukacji Szkolnej, JES), and Cummins’s BICS/CALP model – underscoring the stringent linguistic demands that JES imposes on learners’ writing development. Later sections synthesise current research on writing and document the specific obstacles faced by migrant students, including cross-linguistic interference, limited access to genre-appropriate models, and assessment practices that insufficiently accommodate their linguistic profiles. The article concludes with practice-oriented recommendations for educators and researchers and calls for further empirical studies aimed at devising effective instructional and systemic solutions.
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creator: Kinga Łoś
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 91
ending page: 108
doi: 10.7494/human.2025.24.1.7032

Unlocking The World: Expert Insights On High School Study Abroad – Examining Afs Intercultural Programs as an Example Organisation
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description: High School Study Abroad (HSSA), a form of mobility providing temporary physical mobility for adolescents, has been facilitated by various organisations for more than 80 years. Participation in such programs have grown steadily in recent decades, with growing interest in participation. Despite this growth, scholarly attention to HSSA remains limited compared to the extensive research on similar programs at the tertiary level. This exploratory qualitative study aimed to gather perspectives on HSSA through interviews with six experts identified with the support of AFS Intercultural Programs. The expert testimonies are complemented by data from comprehensive desk research. Although the results presented in the article are preliminary, they provide a detailed characterisation of the HSSA sector, its structure, and the historical context in which the phenomenon has developed. The analysis highlights the interplay of macro- and mezzo-level factors shaping program design and operations, as well as those potentially influencing the experiences of individual participants. The findings provide a valuable foundation for future research in the field.
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creator: Karolina Koźmin
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 73
ending page: 89
doi: 10.7494/human.2025.24.1.6981

Broken Biographies of Russian Migrant Women in Poland After Russia's Aggression Against Ukraine
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description: Russia’s aggression against Ukraine in February 2022 had a profound impact not only on the direct victims of the conflict but also on the lives of Russians abroad. In Poland, where social and political relations with Russia were already tense, migrant women from Russia found themselves in a particularly difficult situation. Our qualitative research conducted as part of the GEN-MIGRA project ‘Gender, mobility and migration during and after the COVID-19 pandemic – marginalisation, resistance and strategies for the future’ shows that Russian women who arrived in Poland before the outbreak of the war have on the one hand experienced the negative effects of the war in their family, professional and social relationships, and on the other hand, they have been facing increasing discrimination and rejection, both from the majority of Polish society and institutions, primarily in the form of refusing to extend their residence permits. The presentation of the situation of women forces us to reflect on the effects of the war, the interrupted life course project, unforeseen suffering and normative chaos.
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creator: Krystyna Slany
creator: Dorota Szpakowicz
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 37
ending page: 54
doi: 10.7494/human.2025.24.1.6988

Narrative Identity: Strategies For Constituting The Self In Relation To Place Through Storytelling – The Case Of Renata Radłowska’s Nowohucka Telenowela
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description: The narrative analysis of 19 reports that make up the collection Nowohucka telenowela by Renata Radłowska shows how builders and the first inhabitants of Nowa Huta use stories to construct their “narrative identity” in relation to the place. The theoretical foundation of the presented research is Mieke Bal’s narratology, which assumes the tripartite structure of narrative texts (text, story, and plot). The stories written by the reporter contain the same (or similar) story, but each represents a separate narrative text. Analyzing their specificity leads to conclusions about the intentions and status of the protagonists. For the witnesses and participants in the construction of Nowa Huta, storytelling becomes an act of emancipation from “presumed identities” – images projected by the ideologists of the Polish People’s Republic or socially functioning stereotypes. The research findings may complement the factual history of the beginnings of Nowa Huta.
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creator: Malwina Mus-Frosik
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 157
ending page: 172
doi: 10.7494/human.2025.24.1.7016

Podhale Narratives About War Refugees From Ukraine
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description: The article presents preliminary conclusions from a research project on changes in narratives functioning in rural communities of Nowy Targ County about residents of Ukraine after the Russian invasion on February 24, 2022. The project, carried out using ethnographic methods in 2023–2024, showed how narratives changed in the context of war and refugee experience. The text considers various aspects of the experience of contact with war refugees from Ukraine, referred to as toposes: discursive construction of femininity and masculinity, childish perception of the situation, various motivations for aid activities, the impact of the experience of hosting refugees on the individual identity constructions of the hosts, historical resentments in the context of providing aid, work as a category for assessing migrants, and conspiracy theories justifying the existing political situation.
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creator: Anna Malewska-Szalygin
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 23
ending page: 36
doi: 10.7494/human.2025.24.1.6995

Refugees' perception of the shape of Europe: The case from Kos
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description: In 2016, 49 migrants on the Greek island of Kos were asked to draw a map of Europe. The study was enriched with observations of refugees’ behavior and several free-form interviews conducted on the Hungarian-Serbian and Macedonian-Greek borders. Analysis of the obtained sketch maps revealed a clear West-centrism, spatial egocentrism, the influence of the “road” experience on the perception of space, and a linear perception of space, reminiscent of historical maps of pilgrimage routes.
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creator: Tomasz Padło
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 143
ending page: 154
doi: 10.7494/human.2025.24.1.6990

Will There Be Two Belarusian Minorities in Poland? Mutual Relations and the Perception of the Belarusian Minority and Immigrants from Belarus
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description: In analyses of the situation of national minorities, the relationship between a national minority and an immigrant community belonging to the same ethnos is rarely considered. This article addresses this issue in relation to the Belarusian minority and Belarusian immigration in Poland. These two communities, both part of the same diasporic group, differ in terms of language, religion, level of national consciousness, and historical memory. Each forms its own organizations and foundations, primarily aimed at its own members. Will they form a single community in the future, or will the differences between them persist, leading to the coexistence of two separate Belarusian communities in Poland? The article attempts to answer this question by referring to the results of a pilot study conducted among minority leaders and immigrant activists in 2023 and 2024 in the Podlasie region.
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creator: Małgorzata Budyta-Budzyńska
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 55
ending page: 72
doi: 10.7494/human.2025.24.1.6982

Environmental Migrations in the Context of Social Inequalities
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description: The aim of the paper is to summarize research on the connections between human mobility and climate change. The first part discusses selected social consequences of climate change, especially those with potential impact on migrations (including rising sea levels, epidemiological threats and temperature changes). Emphasis has been placed on factors which make certain populations and subgroups thereof vulnerable to climate change, depending on their position in the social structure. In the second part, the paper discusses unequal impacts and unequal contribution to the climate crisis in the context of climate justice. The main part highlights key features of environmental migrations and their connections with social inequalities. This type of mobility constitutes an adaptive strategy employed in a particular social and economic context and depending on one’s place in the social structure.
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creator: Małgorzata Krywult-Albańska
rights: Copyright (c) 2025 © Wydawnictwa AGH, Kraków 2024, Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-06-30
publication date: 2025-06-30
starting page: 125
ending page: 142
doi: 10.7494/human.2025.24.1.6975

“Yizkor”: A Case of Holocaust Memory Activism In a Czech Village
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description: The article explores the construction and preservation of Holocaust memory in the small Czech village of Kosova Hora. The study, based on focus group interviews, reveals how local Holocaust memory is shaped by a unique combination of activism, local history, and communal practices. The article highlights the role of a Jewish couple who, by rescuing and restoring the village synagogue during the Communist era, created a central site for Holocaust remembrance. This act of preservation catalyzed broader local engagement, resulting in a collective effort to remember the Jewish community that once thrived there. The synagogue now serves not only as a cultural and educational center but also as a place for religious commemoration, despite the absence of a local Jewish population. The research concludes that such localized efforts are crucial for sustaining Holocaust memory, showing how minority activism can embed itself within majority memory, even in small and seemingly ordinary communities.
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creator: Veronika Seidlová
creator: Hedvika Novotná
rights: Copyright (c) 2024 © 2024 Authors. This is an open access publication, which can be used, distributed and reproduced in any medium according to the Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-03-21
publication date: 2025-03-21
starting page: 39
ending page: 53
doi: 10.7494/human.2024.23.2.6543

Transgenerational Holocaust Memory In Slovakia: From Forgetting to Ambivalence About the Roots of Hatred
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description: This article explores Holocaust memory in Slovakia, shedding light on how Slovak citizens perceive this past and its transgenerational transmission. The data presented were gathered in 2023 through ethnographic fieldwork and focus group interviews with informants belonging to three generations (between ages of 18 and 95), in three different locations across the country: Krupina, Prešov, and Bratislava. The initial findings show that Slovakia has been moving from indifference towards the Holocaust to the limited capability of realizing the actual causes and effects of atrocities, while at the same time officially accepting the commemorative centrality of the Holocaust.
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creator: Juraj Buzalka
creator: Katarína Očková
rights: Copyright (c) 2024 © 2024 Authors. This is an open access publication, which can be used, distributed and reproduced in any medium according to the Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-03-21
publication date: 2025-03-21
starting page: 55
ending page: 74
doi: 10.7494/human.2024.23.2.6688

Mitigating Central Tendency And Acquiescence Biases in Survey Design: A Methodological Exploration With Empirical Evidence
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description: This paper presents a survey design methodology aimed at mitigating central tendency and acquiescence biases, which are commonly encountered in traditional Likert-scale surveys. The proposed approach employs a forced ranking method, using a case study involving 220 engineering students at the University of Zagreb as a source of data to assess whether respondents exhibit patterns of systematically avoiding honest answers for any reason. Statistical analysis demonstrates the effectiveness of the design in reducing these biases. The results provide strong evidence that the method developed in this article can minimize response distortions without sacrificing data richness. While the primary focus is on the methodological aspects, the case study illustrates the potential of this approach for ethical and attitudinal research. The study concludes with recommendations for refining survey techniques and exploring their broader applicability in different populations and contexts.
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creator: Sabolić Sabolić
creator: Melissa Beran Samuelson
rights: Copyright (c) 2024 © 2024 Authors. This is an open access publication, which can be used, distributed and reproduced in any medium according to the Creative Commons CC-BY 4.0 License https://creativecommons.org/licenses/by/4.0
date: 2025-03-21
publication date: 2025-03-21
starting page: 115
ending page: 138
doi: 10.7494/human.2024.23.2.6706