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Vol. 25 No. 1 (2026): Groznawstwo w sieci powiązań
Vol. 25 No. 1 (2026): Groznawstwo w sieci powiązań
Published:
2026-06-30
Articles
Narratywizacja tożsamości poprzez grę. Studium przypadku oparte na projekcie
Tropical America
Marta Anna Raczek-Karcz
The meaning of playing, about meaning in video games
Emanuel Jarząbek, Kacper Warzecha, Nicoletta Żmija
Ludotariat in Minecraft – socioeconomic reflections on the role of the player in modern long-term game modes
Maksymilian Wojnarowski
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
Matylda Szpila
Not Just a Portfolio: The Role of Formal Education in the Game Development Industry
Hanna Pachurka
Clair Obscur as a manifestation of semantic dissonance in the perception of the indie game category
Krzysztof Olszamowski, Kacper Karwacki, Emilia Mazur
The portrayal of mental disorders and trauma in digital games, as exemplified by ''Hellblade: Senua's Sacrifice'' and ''My Child Lebensborn Remastered''
Weronika Olesiak
Changes in World Design and Exploration in the “S.T.A.L.K.E.R.” Series in the Context of Nostalgia, Alienation, and Technological Development
Kamil Kleszczyński, Sławomir Krężel
Reprezentacje przestrzeni we franczyzie „Back to the Future”. Narratologiczne i promocyjno-marketingowe eksploracje postaw nostalgicznych
Rafał Jakiel
Gag as a Challenge – the Tradition of the Western Cartoon in Adventure Games
Krzysztof Czyżak
Sushi Cat—Cute Animal-Food Hybrids in Video Games
Emilia Mazur
I have played these games before. The persistence and permanence of video game ruins.
Tomasz Gnat
Language
English
polski
prawa_strona
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