
Replay. The Polish Journal of Game Studies
Open-access game studies journal published by Lodz University Press, in English and Polish.
Documents
Role of Form and Organization of Written Text in the Act of Creation of a Computer Game World: The Case of Heroes of Might and Magic V: Tribes of the East
The design of written text within Heroes of Might and Magic V: Tribes of the East serves as a foundational pillar for world-building and player immersion.
Motives for Playing Video Games in the Context of Time: Results of Empirical Research
Video games serve as a primary medium for leisure, yet the underlying motivations driving player engagement evolve significantly as time investment increases.
Space as a Structure Defined by User’s Presence: From Heritage to Layers of Liquid Modernity
Technological advancements continuously reshape human environments, creating a fluid intersection between physical reality and virtual experience.
Narracja linearna w grach wideo w kontekstach immersji
Linear narrative structures in video games achieve high levels of player immersion by intentionally restricting agency to prioritize cinematic cohesion and emotional resonance.
Multimodalna ewolucja obrazu w grach wideo
Video games have evolved from simple, functional digital artifacts into sophisticated, polysemiotic structures that function as a primary medium for modern cultural expression.
Playing with Failure: Conceptualization of Failure in Game Studies
Digital games frequently treat failure as a binary state to be corrected, yet this narrow perspective fails to capture the multifaceted role that losing plays in modern interactive media.
The Matter at Hand: A Practice-Theoretical Model of Digital Gaming
Digital gaming functions as a situated human practice, defined by the intersection of embodied habitus and the material constraints of hardware and software.
Settling the French Historical Past: The Example of Lankhor Games
This analysis examines how French digital games from the late 1980s and early 1990s engaged with sensitive national history, specifically focusing on two titles by the studio Lankhor: Le Manoir de Mortevielle (1987) and Maupiti Island (1990).
Genologia lingwistyczna a badania nad komentarzem e-sportowym: Problemy metodologiczne
E-sports commentary represents a distinct and rapidly evolving media genre that necessitates a specialized methodological framework for linguistic analysis.
- E-sports commentary has emerged as a distinct media genre in Poland, heavily influenced by the international success of the professional team Virtus.pro and the rise of streaming platforms like Twitch.tv and YouTube.
- The structural composition of e-sports commentary for Counter-Strike: Global Offensive mirrors traditional sports broadcasting, featuring an initial segment (match/tournament introduction), a main relay of gameplay analysis, and a final segment (match summary and sign-off).
- Unlike traditional broadcast sports, e-sports commentary often lacks formal self-introductions because streamers operate on personal channels where the audience is already familiar with the host.
PETSCII: A Character Set and a Creative Platform
PETSCII, the character encoding and font set native to Commodore’s 8-bit computing line, has transitioned from a utilitarian system requirement into a vibrant, enduring creative platform.
Gry jako moralne laboratorium: Gamifikacja dylematów moralnych bezzałogowych samochodów
Video games serve as sophisticated moral laboratories for investigating the complex ethical decision-making processes required for autonomous vehicles.
O immersyjności escape roomów: Przykład pokoi Tick Tack w Gliwicach
The primary objective of this analysis is to demonstrate that immersion serves as the fundamental driver behind the success and popularity of escape rooms.
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