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The paper examines how this noble ideology has been revived and reinterpreted in contemporary Polish gaming culture.
This paper examines how sarmatism, the cultural ideology of the Polish-Lithuanian nobility from the sixteenth to eighteenth centuries, has been revived and reinterpreted within contemporary Polish gaming culture. Its central claim is that Polish players and designers have developed a coherent, recognizable image of sarmatism through analog and tabletop products, and that this image frequently conflicts with depictions of the same region and era in foreign-produced, largely digital games. The author argues that these tensions reveal how the sarmatian mythos functions within national discourse, and that appeals to "historical accuracy" by Polish communities often serve to affirm its core elements.
The corpus centers on the tabletop role-playing game "Dzikie Pola" (1997), along with the card game "VETO!" (2004, 2007) and the wargame "Ogniem i Mieczem" (2009/2010) and its expansions. These are compared with Paradox Entertainment's "Europa Universalis 3" (2007), "Reign: Conflict of Nations" (2009), and "Mount & Blade: With Fire and Sword" (2011). The geographic scope is Central and Eastern Europe in the early modern period, and the study covers developments from the 1990s through the early 2010s.
The methodology is qualitative and interpretive, grounded in cultural anthropology and studies of nationalism. The analysis draws on the examination of Polish fan communities, including forums and websites, as well as reviews and comments from global and local gaming portals. Rather than relying on survey data, the study interprets fan debates, modifications, and reception practices as evidence of how sarmatian narratives are negotiated.
The findings indicate that Polish gaming communities respond to foreign depictions of the period with specific interpretive practices centered on authenticity, which in turn reinforce the central motifs of the sarmatian self-image. The paper positions these practices within broader theories of banal nationalism, suggesting that games serve as everyday sites where national identity is reproduced and contested.