Clair Obscur jako przejaw dysonansu semantycznego w postrzeganiu kategorii gry niezależnej
DOI:
https://doi.org/10.7494/human.2026.25.1.8008Słowa kluczowe:
Clair Obscur: Expedition 33, dysonans semantyczny, gry niezależne, gry wideo, dyskurs branżowy, dyskurs odbiorczyAbstrakt
Artykuł analizuje zjawisko dysonansu semantycznego w funkcjonowaniu terminu „gra niezależna” na przykładzie dyskursu medialnego wokół Clair Obscur: Expedition 33, stworzonej przez Sandfall Interactive (2025). Autorzy badają obecność i sposób kategoryzowania tytułu podczas branżowych gal nagród, w publikacjach dziennikarskich oraz w dyskusjach prowadzonych na forach społecznościowych. Celem analizy jest ukazanie napięcia między ekonomicznym i instytucjonalnym statusem produkcji, a jej postrzeganiem jako gry niezależnej w świadomości odbiorców i innych uczestników dyskursu medialnego. Dysonans semantyczny ujawnia się jako starcie dwóch wizji gry indie: preskrypcyjnej—akcentującej jej radykalność, wolność i rewolucyjny potencjał—oraz deskrypcyjnej, sytuującej ją w realnych strukturach branży.
Pobrania
Bibliografia
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