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Editorial: Games in a Time of Crisis? 评论:危机时期的游戏?
Pub Date : 2022-12-30 DOI: 10.4467/20843860pk.22.035.17089
Justyna Janik, Daniel Vella
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引用次数: 0
Recenzja książki Andrzeja Pitrusa, Przebłyski piękna. Spotkania z Jonasem Mekasem
Pub Date : 2022-12-30 DOI: 10.4467/20843860pk.22.043.17097
B. Kita
Andrzej Pitrus, Przebłyski piękna. Spotkania z Jonasem Mekasem,Wydawnictwo w Podwórku, Nowe Horyzonty, Warszawa–Gdańsk 2022, ss. 268.
Andrzej Pitrus, Flashes of Beauty.与乔纳斯-梅卡斯的邂逅》,《后院出版》,新视野出版社,华沙-格但斯克,2022 年,第 268 页。
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引用次数: 0
Avant-Garde, Emergency, and Digital Games Discourse 前卫、紧急和数字游戏论述
Pub Date : 2022-12-30 DOI: 10.4467/20843860pk.22.038.17092
A. Prokopek
What may be considered as the greatest emergency in the contemporary world is the lack of a sense of emergency; the prevailing feeling that everything is fine, that, despite ongoing crises, we live in the only acceptable system, and it is impossible to imagine any alternative to it. Mainstream digital games, by offering repetitive, standardised, and predictable forms of gameplay, by focusing on technological advancement, and by exploiting workers in large corporations, became a part of that emergency. According to Santiago Zabala, what is needed to recover the sense of emergency and to break through contemporary complacency, is an “aesthetic force,” a disruptive artistic shock. What is proposed in this article is the possibility of considering the avant-garde as an aesthetical force in the field of videogames; a force that shocks the player and demands something more than a simple contemplation. As presented by game scholars, avant- -garde videogames (through formal experimentation and political intervention) open the medium, and propose games that object to standardised, mindless repetition. Avant-garde games proclaim new ways of playing, accept diversity that opposes the stereotypical image of a player as a white, heterosexual male, and propose new kinds of engagement with the outside world. They tend to “remove the automatism of the perception” by disrupting players’ engagement and through disclosure of the system. To achieve that, avant-garde videogames break through the category of flow, problematize notions of videogame hermeneutic and interrupt the feeling of immersion.
当代世界最大的危机可能是缺乏危机感;人们普遍认为一切都很好,尽管危机不断,但我们生活在唯一可以接受的体系中,不可能想象有任何替代方案。主流数字游戏通过提供重复的、标准化的、可预测的游戏形式,通过关注技术进步,通过剥削大公司的工人,成为了紧急状态的一部分。圣地亚哥-萨巴拉(Santiago Zabala)认为,要恢复紧急感,打破当代的自满情绪,需要的是一种 "美学力量",一种破坏性的艺术冲击。本文提出的是将前卫视为电子游戏领域中的一种美学力量的可能性;这种力量会震撼玩家,并要求玩家不只是简单地沉思。正如游戏学者所言,前卫电子游戏(通过形式实验和政治干预)开放了游戏媒介,并提出了反对标准化、无意识重复的游戏。前卫游戏宣扬新的游戏方式,接受多样性,反对玩家是白人异性恋男性的刻板印象,并提出与外部世界接触的新方式。它们倾向于通过扰乱玩家的参与和揭露系统来 "消除感知的自动化"。为了实现这一目标,前卫电子游戏突破了 "流 "的范畴,对电子游戏诠释学的概念提出了质疑,并打断了沉浸感。
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引用次数: 0
Creating Climate Conscious Players: Final Fantasy VII’s Ecoactivist Fan Communities 培养有气候意识的玩家:《最终幻想7》的环保粉丝社区
Pub Date : 2022-12-30 DOI: 10.4467/20843860pk.22.041.17095
Andrew Barton
This paper examines the ecocritical message espoused by characters in Final Fantasy VII and Final Fantasy VII Remake and uses affect theory to better understand fan response to these beliefs. From there, I note the publishing company, Square-Enix, recently declared interest in pursuing NFT technology as a potential revenue stream despite the environmental concerns this technology brings, which resembles the villainous organization Shinra in these games. Fan response Square-Enix’s NFT projects indicates how fans may identify with and absorb the ideologies of characters in video games, even when that ideology sets the fans in opposition with the companies behind the original game(s).
本文研究了《最终幻想7》和《最终幻想7重制》中角色所信奉的生态批评信息,并使用情感理论来更好地理解粉丝对这些信念的反应。我注意到,发行公司Square-Enix最近宣布有兴趣将NFT技术作为潜在的收入来源,尽管该技术会带来环境问题,就像这些游戏中的邪恶组织Shinra一样。Square-Enix的NFT项目表明,粉丝可能会认同和吸收电子游戏中角色的意识形态,即使这种意识形态使粉丝与原始游戏背后的公司对立。
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引用次数: 0
Płeć, sprawczość, siostrzeństwo: dwie wizje „Solidarności” kobiet w dokumentach filmowych. Analiza feministyczna
Pub Date : 2022-12-30 DOI: 10.4467/20843860pk.22.040.17094
Sandra Frydrysiak, K. Sikorska
In the article, from a feminist perspective, we look at two visions of “Solidarity,” that was co-created by women, shown in documentary films – Solidarity According to Women, 2014, dir. Marta Dzido, Piotr Śliwowski and Women of Freedom, 2019, dir. Wiesław Paluch, Mirosław Basaj. For this purpose, we refer, i.a., to the concept of situated knowledge (Donna Haraway, 2009), its reinterpretation in the context of the category of care (María Puig de la Bellacasa, 2017) or to the category of affective solidarity (Clare Hemmings, 2012). We describe the narrative strategy of Women of Freedom as a story about heroism without heroines, while the one we read in Solidarity According to Women we call heroising of heroines. During the analyzes, we explore different visions of female roles and identities, we also address the topic of sisterhood, both between women involved in the movement and in the relationship between the researcher and the subject of the research. Finally, becoming aware of our own affective dissonance, we consider how critical and sisterly interpretative practices are possible.
在这篇文章中,我们从女权主义的角度来看,“团结”的两种愿景,这是由女性共同创造的,在纪录片中显示-团结根据妇女,2014年,导演。Marta Dzido, pietro Śliwowski和自由妇女,2019年,主任。Wiesław Paluch, Mirosław Basaj。为此,我们参考了情境知识的概念(Donna Haraway, 2009),其在护理类别(María Puig de la Bellacasa, 2017)或情感团结类别(Clare Hemmings, 2012)的背景下的重新解释。我们把《自由妇女》的叙事策略描述为一个没有女英雄的英雄主义故事,而我们在《妇女团结》中读到的故事,我们称之为女英雄的英雄化。在分析过程中,我们探讨了女性角色和身份的不同观点,我们也讨论了姐妹情谊的话题,无论是参与运动的女性之间,还是研究人员与研究对象之间的关系。最后,意识到我们自己的情感失调,我们考虑如何批判性和姐妹式的解释实践是可能的。
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引用次数: 0
Dyskursy naukowe jak VR-owa impreza? Recenzja książki Joanny Walewskiej-Choptiany Cyfrowa dekada. Związki sztuki i technologii w latach 1960–1975
Pub Date : 2022-12-30 DOI: 10.4467/20843860pk.22.034.16623
E. Jarosz
Joanna Walewska-Choptiany, Cyfrowa dekada. Związki sztuki i technologii w latach 1960–1975, Wydawnictwo Naukowe Uniwersytetu Mikołaja Kopernika, Toruń 2021, ss. 389.
Joanna Walewska-Choptiany, The Digital Decade.1960-1975 年艺术与技术的关系》,尼古拉斯-哥白尼大学科学出版社,托伦 2021 年,第 389 页。
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引用次数: 0
“Tedious by Design.” Institutionalized Labor of Content Creators in the Game as a Service Model: The Path of Exile Case Study “设计的乏味。”游戏中内容创造者的制度化劳动作为一种服务模式:流放之路案例研究
Pub Date : 2022-12-30 DOI: 10.4467/20843860pk.22.036.17090
M. Felczak
This study investigates the work of content creators in relation to developers and fans, focusing on digital platforms in a case study of the video game Path of Exile which functions in the game as a service (GaaS) model. The analysis was based on in-depth, semi-structured interviews with a diverse group of aspiring content creators and on the assessment of data extracted from distribution, streaming, and social digital platforms. The institutionalized labor of content creators, which is subjugated to the live service model curated by the developers, could be characterized by the notions of transactional play, aspirational boredom, and gaming the markets. These three elements stand for the commodification of play time, substituting actual play with broadcasted footage, and actively shaping the in-game economy, respectively. The study acknowledges the rising importance of content creators as contributors to the financial well-being of a game employing the GaaS model, while raising awareness of the cultural, economic, ethical and health issues associated with it.
本研究调查了与开发者和粉丝相关的内容创造者的工作,并以电子游戏《流放之路》为例研究了其在游戏即服务(GaaS)模式中的作用。该分析是基于对不同群体有抱负的内容创作者的深入、半结构化访谈,以及对从分销、流媒体和社交数字平台提取的数据的评估。内容创造者的制度化劳动受制于开发者策划的实时服务模式,其特征可能是交易性游戏、渴望无聊和玩弄市场的概念。这三个元素分别代表了游戏时间的商品化,用播放的画面代替实际的游戏,以及积极地塑造游戏中的经济。该研究承认,内容创造者对于采用GaaS模式的游戏的财务状况的贡献越来越重要,同时也提高了人们对与之相关的文化、经济、道德和健康问题的认识。
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引用次数: 0
Writing of Light or Writing of Shade? Jacques Derrida on Photography 书写光明还是书写阴影?雅克·德里达谈摄影
Pub Date : 2022-12-14 DOI: 10.4467/20843860pk.22.028.16617
P. Zawojski
The article presents Jacques Derrida’s reflections on photography. Although the philosopher himself declared his “lack of competence” in matters concerning visual arts and, more broadly, the image because his domain was word/text, he often spoke/wrote about the nature of the image, including the photographic one, as he was often provoked/invited to make such statements. Derrida did not create a coherent theory of the photographic image and it was never his ambition. However, scattered in several texts, his original reflections on the essence of photography – not in the commonly accepted thinking about this medium as the phenomenon of “writing of light,” but rather a medium that uses a kind of “writing of shade” (or sciagraphy) – force us to reflect and think critically. This article presents analyses and interpretations of Derrida’s texts in which the problem of photography is merely a context for broader philosophical considerations (The Postcard, Memoirs of the Blind, Aletheia, Rights of Inspection), as well as those in which photography becomes the basic material of reflection (The Deaths of Roland Barthes, Copy, Archive, Signature, Athens, Still Remains). Derrida’s thinking (even in darkness) turns out to be worth considering as reading his “amateur” texts on photography proves that his voice can be inspiring in this field as well.
这篇文章介绍了雅克·德里达对摄影的思考。尽管这位哲学家自己宣称他在视觉艺术方面“缺乏能力”,更广泛地说,他在图像方面缺乏能力,因为他的领域是文字/文本,但他经常谈论/写关于图像的本质,包括摄影的本质,因为他经常被激发/邀请做这样的陈述。德里达没有创造出一个连贯的摄影图像理论,这也从来不是他的野心。然而,在零散的几篇文章中,他对摄影本质的原初反思——不是人们普遍认为这种媒介是一种“光的书写”现象,而是一种使用一种“影的书写”(或摄影)的媒介——迫使我们进行批判性的反思和思考。本文对德里达的文本进行了分析和解读,其中摄影问题仅仅是更广泛的哲学思考的背景(《明信片》、《盲人回忆录》、《真理》、《检查的权利》),以及摄影成为反思的基本材料(《罗兰·巴特之死》、《副本》、《档案》、《签名》、《雅典》、《遗存》)。德里达的思考(即使是在黑暗中)是值得思考的,因为阅读他关于摄影的“业余”文本证明了他的声音在这个领域也可以鼓舞人心。
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引用次数: 0
Introduction: Technology between Empowerment and Exclusion 导论:技术在授权和排斥之间
Pub Date : 2022-12-14 DOI: 10.4467/20843860pk.22.023.16612
Ewelina Twardoch-Raś, M. Zdrodowska
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引用次数: 0
Liberackość książek dla dzieci
Pub Date : 2022-12-14 DOI: 10.4467/20843860pk.22.032.16621
Kamil Wrzeszcz
Liberariness of Literature for ChildrenThe article suggests to consider children’s literature as an example of liberature. The author refers to the use of this term as popularized by Zenon Fajfer and further developed by Krystyna Zabawa, who compared works of liberature to author’s books and picturebooks. The article explains the phenomenon of liberature and examines selected literary works while pointing to their liberature features – Katsumi Komagata’s First Look: Beginning for Babies, a volume designed by Emilia Dziubak in the series “Rok w,” and One written by Sarah Crossan. Using terms such as multiliterate, intersemioticity, or polysemioticity, the author proves t at many children’s texts can be described as examples of liberature – even when it is not explicit.
儿童文学的自由主义本文建议将儿童文学视为自由主义的一个例子。作者提到这个术语的使用由Zenon Fajfer推广,并由Krystyna Zabawa进一步发展,他将自由作品与作者的书籍和图画书进行比较。这篇文章解释了自由现象,并指出了“韩国w”系列中Emilia Dziubak设计的Komagata的《第一眼:婴儿的开始》和Sarah Crossan的《开始》等文学作品的自由特征,并对其进行了分析。作者使用诸如多元文学、间断性或多义性等术语,证明了许多儿童文本可以被描述为自由的例子——即使它并不明确。
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引用次数: 0
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Przegląd Kulturoznawczy
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