Object structure
Title:

„Czy ja tak brzmię?” Autokreacja i immunizacja w serii Mass Effect

Subtitle:

Teksty Drugie Nr 3 (2017)

Creator:

Zarzycka, Agata ORCID

Publisher:

IBL PAN

Place of publishing:

Warszawa

Date issued/created:

2017

Description:

21 cm ; Pol. text, eng. summary

Type of object:

Journal/Article

Subject and Keywords:

self-creation ; immunization ; video games

References:

1. T. Apperly i J. Clemens, The biopolitics of gaming: Avatar-player self-reflexivity in Assassin’s Creed II, w: The play versus story divide in game studies, red. M. W. Kapell, McFarland, Jefferson 2016, s. 110-124.
2. BioWare, Mass Effect 3: Citadel, Electronic Arts, Redwood City 2013.
3. BioWare, Mass Effect 3, Electronic Arts, Redwood City 2012.
4. BioWare, Mass Effect 2, Electronic Arts, Redwood City 2010.
5. BioWare, Mass Effect, Microsoft Game Studios, Redmond 2007.
6. J. Bizzocchi i J. Tannenbaum, Mass Effect 2: A case study in the design of a video game narrative, “Bulletin of science, technology & society” 2012 nr 32/5, s. 393-404.
7. R. Esposito, Pojęcia polityczne: Wspólnota, immunizacja, biopolityka, przeł. K. Burzyk, M. Burzyk, M. Surma-Gawłowska, J. T. Ugniewska-Dobrzańska, M. Wrana, wstęp M. Burzyk, Universitas, Kraków 2015.
8. M. Foucault, Hermeneutyka podmiotu, oprac. F. Gros, przeł. M. Herer, Wydawnictwo Naukowe PWN, Warszawa 2012.
9. S. Greenblatt, Przy magnackim stole: More’a autokreacja i negacja własnego ‘ja’. Dialog o pociesze przeciw utrapieniu: ‘Jego własna rola’”, w: Stephen Greenblatt: Poetyka kulturowa: Pisma wybrane, red. i wstęp K. Kujawińska-Courtney, przeł. W. Ostrowski i K. Kwapisz Williams, Universitas, Kraków 2006, s. 1-37.
10. S. Holmes, Playing past the ‘straight white gamer’: From modding Edwin(a) to bisexual Zevran in BioWare Games, w: Gender and sexuality in contemporary popular fantasy: Beyond boy-wizards and kick-ass chicks, red. J. Roberts i E. MacCallum-Stewart, Routledge, Nowy Jork–Londyn 2016, s. 117-132.
11. H. Jenkins, M. Ito i d. boyd Participatory culture in a networked era: A conversation on youth, learning, commerce and politics, Polity, Cambridge 2016.
12. H. Jenkins, Kultura konwergencji: Zderzenie starych i nowych mediów, przeł. M. Bernatowicz i M. Filiciak, Wydawnictwa Akademickie i Profesjonalne, Warszawa 2007.
13. H. Jenkins, Textual poachers: Television fans and participatory culture, Routledge, Nowy Jork–Londyn 1992.
14. L. Joyce, Assessing Mass Effect 2 and Elder Scrolls V: Skyrim: Using collaborative criteria for player agency in interactive narratives, “Journal of games criticism” 2016 nr 3, wyd. dodatkowe A. http://gamescriticism.org/articles/joyce-3-a/ (15.11.2016)
15. K. Jørgensen, Game characters as narrative devices. A comparative analysis of Dragon Age: Origins and Mass Effect 2, “Eludamos. Journal for computer game culture” 2010 nr 4/2, s. 315-316.
16. R. Klevjer, Enter the avatar. The phenomenology of prosthetic telepresence in computer games, w: The philosophy of computer games, red. H. Fossheim, T. Mandt Larsen i J. R. Sageng, Springer, Londyn–Nowy Jork 2012, s. 17-38.
17. R. Muzyka, To Mass Effect 3 players, from Dr. Ray Muzyka, co-founder of BioWare, 21 marca 2012, Bioware, http://blog.bioware.com/2012/03/21/4108/ (15.11.2016).
18. H. S. Nielsen, Playing computer games: Somatic experience and experience of the somatic, Digital Aesthetics Research Center, Aarhus 2012.
19. H.-R. Roine, How you emerge from this game is up to you: Agency, positioning and narrativity in The Mass Effect Trilogy, w: Narrative theory, literature, and new media: Narrative minds and virtual worlds, red. M. Hatavara, M. Hyvärinen, M. Mäkelä i F. Mäyrä, Routledge, Nowy Jork–Londyn 2016, s. 67-86.
20. R. Travis, Epic style: Re-compositional performance in the BioWare digital RPG, w: Dungeons, dragons, and digital denizens: The digital role-playing game, red. G. A. Voorhees, J. Call i K. Whitlock, The Continuum International Publishing Group, Nowy Jork 2012, s. 235-255.
21. D. Vella, A structural model for player-characters as semiotic constructs, „Transactions of the Digital Games Research Association” 2016 nr 2/2, s. 79-80. http://todigra.org/index.php/todigra/article/view/37/94 (15.11.2016)
22. G. Voorhees, Neo-liberal multiculturalism in Mass Effect: The government of difference in digital RPGs, w: Dungeons, dragons, and digital denizens: The digital role-playing game, red. G. A. Voorhees, J. Call i K. Whitlock, The Continuum International Publishing Group, Nowy Jork 2012, s. 259-277.
23. H. Weijo i J. Rintamäki, Hold the line! Exploring the brand community coping process, w: Consumer culture theory, red. J. Schouten, D. M. Martin i R. Belk, Emerald Group Publishing, Bingley 2014, s. 115-131.
24. H. Young, Race and popular fantasy literature: Habits of whiteness, Routledge, Nowy Jork–Londyn 2015.
25. A. Zarzycka, Gra w autokreację, „Wielogłos: Pismo Wydziału Polonistyki UJ” 2015 nr 3/25, s. 1-21.

Relation:

Teksty Drugie

Issue:

3

Start page:

346

End page:

362

Resource type:

Text

Detailed Resource Type:

Article : original article

Format:

application/pdf

Resource Identifier:

0867-0633 ; 10.18318/td.2017.3.21

Source:

IBL PAN, call no. P.I.2524 ; click here to follow the link

Language:

pol

Language of abstract:

eng

Rights:

Rights Reserved - Free Access

Terms of use:

Copyright-protected material. May be used within the limits of statutory user freedoms

Digitizing institution:

Institute of Literary Research of the Polish Academy of Sciences

Original in:

Library of the Institute of Literary Research PAS

Access:

Open

×

Citation

Citation style: