Sens granie, czyli o pojęciu sensu w grach wideo

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, gry wideo, motywacja, psychologia, sens

Abstrakt

Przełomowym momentem w historii gier wideo okazała się pierwsza dekada XXI w., 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 i próba ustrukturyzowania ich obecności w medium gier wideo oraz przedstawienie aktualnych badań związanych z tą tematyką. Skupimy się na próbie przedstawienia 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, czyli o pojęciu sensu w grach wideo. Studia Humanistyczne AGH. Społeczeństwo. Kultura. Technologia, 25(1). https://doi.org/10.7494/human.2026.25.1.8009