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Wyświetlanie 1-3 z 3
Tytuł:
Wymiary transfikcjonalności
Facets of transfictionality
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/1039688.pdf
Data publikacji:
2019-04-16
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
transfictionality
intertextuality
world-building
narrative metalepsis
theory of fiction
narratology
postclassical narratology
Opis:
The article Facets of Transfictionality delivers a concise analysis of the newly-introduced narratological concept of “transfictionality” (put forward by Richard Saint-Gelais in the early 2000s). The author discusses the phenomenon as emerging on the border between the text-centred poetics of classical narratology and the world-centred poetics of postclassical narratology by use of Jan-Noël Thon’s and Marie-Laure Ryan’s project of “media-conscious narratology”. Defined as such, transfictionality allows the contemporary phenomena of retelling or cross-over to be described without the necessity of reproducing fan-made concepts and terms of such ilk, and instead rooting them in established theoretical constructs, such as narrative metalepsis. Consequently, the article illustrates the postclassical theory of narrative and the theory of literature with examples more common to media studies, with the aim being to emphasise Ryan’s thesis that transmediality is only a specific case of transfictionality, and that the latter is a far older and better acknowledged concept what is generally understood as the theory of fiction. Moreover, the text follows up on Saint-Gelais’ inspirations derived from Umberto Eco’s cultural semiotics and proposes to introduce an Eco-inspired concept of “xeno-encyclopaedic competence” in order to determine a specific recipient’s competence that allows them to move across not only media or texts but also imaginary worlds, which consequently become their fictional habitats.
Źródło:
Przestrzenie Teorii; 2018, 30; 147-166
2450-5765
Pojawia się w:
Przestrzenie Teorii
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
O strukturze świata w narracyjnych grach wideo
On the structure of gameworld in narrative video games
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/1955348.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
ludotopia
allotopia
location
biome
anthrome
world-building
Opis:
The article On the structure of gameworld in narrative video games proposes to introduce the term ‘ludotopia’ to Polish game studies in order to further compartmentalise the structure of video gameworld. Having reflected on the consequences of so-called world-centered turn in contemporary digital humanities, the author proceeds to defining archetypal structures that compose realities designed for the purposes of narrative video games, namely: locations and clusters of locations, the latter divided further into biomes and anthromes. The hierarchy introduced thereby is presented as an alternative for already influential (though, arguably, in transmedial world-building studies rather than game studies) trichotomy of mythos, topos, and ethos, as defined by Lisbeth Klastrup and Susana Tosca. In the end, the article cross-references the new structural hierarchy of ludotopographical components with a matrix of popular fantastic settings, seeking to delineate possible similarities between ludotopias and allotopias that would inform both game scholars and game designers on the ways of rapid prototyping of aesthetically diverse imaginary worlds.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 43-55
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ludotopia. O granicy świata gry
Ludotopia. On the Boundaries of the World of Games
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/2036510.pdf
Data publikacji:
2021-12-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
ludotopia
endgame
gameworld
storyworld
world-building
Assassin’s Creed: Odyssey
Opis:
The essay presents an overview of the possible meanings and applications of the newly-coined term ‘ludotopia’, i.e. a “dialectical entanglement of game and space” – which challenges the boundaries of two neighbouring worlds: storyworld and gameworld. Seeking to trace the limitations of a thus defined gaming space, the author proceeds by reflecting upon the end of the game, or, more precisely, the endgame, in order to reconcile it with a notion of horismós (ὁρισμός) popular in more hermeneutically aligned video game studies. While doing so, the paper delivers an analysis of Assassin’s Creed: Odyssey showing three distinct stages in which a ludotopia can be opened towards more advanced world-building: (1) exploration and map reveal; (2) synchronisation of intelligible tags; and (3) renewal of narrative motivation. Thanks to a world-centered approach to the interpreted video game, the essay addresses how players inhabit, traverse, explore, and understand the surrounding ludic reality, rather than focusing on video game mechanics or procedures that affect their gameplay. In the end, a precise distinction between the storyworld and gameworld is introduced in order to reevaluate the ways both terms overlap with the aforementioned interpretation of ludotopia.
Źródło:
Przestrzenie Teorii; 2021, 35; 347-364
2450-5765
Pojawia się w:
Przestrzenie Teorii
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-3 z 3

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