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Wyszukujesz frazę "digital games" wg kryterium: Temat


Tytuł:
A Cultural History of the Greek Digital Games Origins: From Clones to Originality
Autorzy:
Theodoropoulos, Maximos S.
Powiązania:
https://bibliotekanauki.pl/articles/41317288.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
cultural industries
digital games
digital games history
game design
Greece
Opis:
Literature on the digital games industry and gaming history has for the most part focused on the global production centres of North America, Western Europe, Japan, and, lately, China. However, in recent years, a call to research the diverse and less dominant national contexts within which digital games are produced has been addressed. In this article, we shed light on early digital game development in Greece, covering the years between 1982 and 2002. This particular region has been highly neglected by both domestic and international researchers. We approach Greek digital game development from both historical and cultural perspectives, through an investigation of how local game developers interact with a wide range of contextual facets in a complex interrelation between global and national conditions. This article argues that, in order to highlight the characteristics of early national game production cultures and digital games design, one must examine them as well under the broader cultural production ecosystem, along with the economic and institutional contexts and transformations within which digital game production takes shape.
Źródło:
Acta Ludologica; 2024, 7, 1; 86-106
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Game Based Worldbuilding: Planning, Models, Simulations and Digital Twins
Autorzy:
Cureton, Paul
Coulton, Paul
Powiązania:
https://bibliotekanauki.pl/articles/41316225.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
city-buiding games
digital games
future scenarios
urban digital twins
urban models
Opis:
Urban planning has been simulated through various city-building games such as The Sumerian Game (1964), SimCity (1989), and Cities: Skylines (2015), amongst many others. Gaming technology has been utilized in 3D GIS, City Information Models (CIMs), and Urban Digital Twins (UDTs) to enhance public participation and engagement in the planning process. This article studies the overlap and ‘game-like’ qualities of these systems and presents an Urban Game Continuum. This interactive tool works in tandem with a taxonomy of city-building games and existing UDTs in order to assist with the design of future systems. A case study imported GeoData from Lancaster, UK, into a games platform. The continuum tool and case study offer new insights into opportunities for the utilisation of game design and gaming technology in urban planning and digital transformation. The article argues that the current use of gaming technology for real-world applications is one-directional and misses opportunities to include digital game design and research, such as mechanics, dynamics, flow, and public participatory world-building for future scenarios. By incorporating these elements, UDT systems could offer higher levels of citizen engagement.
Źródło:
Acta Ludologica; 2024, 7, 1; 18-36
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Understanding Auditory Space in Digital Games for Visually Impaired People
Autorzy:
Farkaš, Tomáš
Powiązania:
https://bibliotekanauki.pl/articles/41317521.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
ambisonic sound
attenuation
audio games
auditory dimensions
auditory space
binaural sound
digital games
sound
sound design
visually impaired
Opis:
The article seeks to establish a foundational framework for comprehending crucial definitions and concepts related to auditory space in digital gaming, particularly focusing on audio games designed for visually impaired individuals (VI), often devoid of graphical interfaces. While existing studies often emphasize players’ interactions with interfaces and the acquisition of real-life skills, this text explores audio games through the lens of entertainment and immersion. Numerous studies indicate a demand among visually impaired players for more intricate and challenging games, incorporating elements usually used in standard digital gaming experiences. By combining definitions from both audio and traditional digital games, this article broadens the scope of sound design considerations, encompassing various aspects and classifications. It presents several auditory dimensions, consolidating them into a comprehensive dimension called attenuation, putting their roles within a game’s context. The author is a sound designer currently working on an audio game; therefore, many of the presented definitions are also a guide that will represent some of his own considerations while working on this game. These include not only the use of binaural or ambisonic sound but also understanding the ways and means of how to work with (3D) space in the context of audio and its possible functions.
Źródło:
Acta Ludologica; 2024, 7, 1; 136-150
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
We Write in Other People’s Blood: Troubling the Body Politics and Disability Representation of Yakuza O
Autorzy:
Loh, Adeline
Powiązania:
https://bibliotekanauki.pl/articles/41316430.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
body politics
digital games
disability studies
game studies
gender
narrative
Yakuza 0
Opis:
This paper takes Yakuza 0, a retrospective prequel and standalone entry to the Yakuza digital game franchise from Japan, as a case study for disabled feminine bodies vis-à-vis their male counterparts in game narratives. Of note is Makimura Makoto, a downtrodden Chinese-Japanese woman experiencing post-traumatic psychogenic blindness, who serves as the unwitting kingpin of the yakuza’s schemes. This paper posits that a reading of the game’s narrative (as supplemented by its gameplay mechanics) through the critical lens of disability studies offers a more affective and recuperative understanding of the game’s treatment of its marginalised characters. This paper first seeks to intervene in the game’s embodied and gendered power dynamics by attending to the body politics of its fictitious criminal underworld. Correspondingly, this paper troubles the game’s presentation of disability as a gendered performance, wherein feminine bodies disproportionately experience the material consequences and trauma of their disabilities, framed as pivotal narrative movements that spur the game’s male protagonists forward. Ultimately, this paper works towards a more empathetic reading of Yakuza 0 as a roadmap for how the franchise and digital games at large can address disability as a compounding, ever-evolving relational condition in addition to its physical and/or mental dimensions.
Źródło:
Acta Ludologica; 2024, 7, 1; 38-49
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Agency, Appropriation, Politics: Three Epistemological Keys Towards an Aesthetics of Play
Autorzy:
Ferreira, Emmanoel
Powiązania:
https://bibliotekanauki.pl/articles/41312304.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
aesthetics
agency
appropriation
digital games
epistemology
play
politics
Opis:
Based on a dialogue with authors of pragmatist philosophy, game studies, and communication, this article intends to understand the relationship between aesthetic experience and ludic media, in particular digital games, in what this relationship distinguishes from the aesthetic experiences provided by different media, such as literature, music, film and the arts in general. To better understand this relationship, we propose the presentation and development of three epistemological axes (or keys), namely: i) aesthetics and agency, ii) aesthetics and appropriation, and iii) aesthetics and politics. Furthermore, this article intends to present and comment on selected works of digital games to illustrate the relationship between play and aesthetic experience in each of those respective axes.
Źródło:
Acta Ludologica; 2023, 6, 2; 62-78
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
As the Digital Teocalli Burns: Mesoamerica as Gamified Space and the Displacement of Sacred Pixels
Autorzy:
Fitzgerald, Joshua Jacob
Powiązania:
https://bibliotekanauki.pl/articles/27177597.pdf
Data publikacji:
2023
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
place attachment
iconoclasm
Spanish conquest history
Aztec architecture
settler colonialism
videogames
digital games
Age of Empires (game)
New World (game)
spiritual conquest
Opis:
Intricately concocted temples—seemingly historically accurate down to the pixel—flash across the gamer’s screen, as the player-conquistador re-creates the downfall of the so-called “Aztec Empire,” circa 1521, a keyboard at hand instead of a cutlass. Playing the Spanish Conquest has never been easier or more exciting for the victor. Today’s recreational sundering of Indigenous-American sacred spaces and cultural monuments repeats disturbing patterns in colonialism and cultural imperialism from the Early Modern past (Carpenter 2021; Ford 2016; Mukherjee 2017). What are the lessons gamers learn by reducing digitized Mesoamerican temples, such as the grand teocalli of Tenochtitlan, to rubble? This article explores sacred landscapes, archaeology, and art relating to acts of conquest and sixteenth-century Spanish invasion of Mesoamerica. This study of Mesoamerican sacred environments supports my interpretation that careless approaches to early-modern contexts and virtual geographies created by game designers reduce the presence of Mesoamerican place-identity. I highlight empire-building games based on historical events and situate gaming experiences, old and new, as interventions in sacred architecture. The study draws in ethnospatial considerations of settings and ornamentation to furthering the recent Game Studies critiques on cartographies, narratologies, and play mechanics, here focusing on the geo-spiritual components of playing out aspects of Mesoamerica’s encounters with Spanish military and cultural conflict (Lammes et al. 2018). I reveal the importance of place attachment, ethnohistory, and archaeology in making more meaningful experiences and argue that current art history-adjacent gaming agendas create fun and profit at the expense of iconic structures of Mexico’s heritage, such as the Postclassic single- and double-topped teocalli (temple-pyramids). The final thoughts call for increased interventions from scholars upon developer-player negative feedback loops that repurpose inaccurate mythos from historiography of the “Spiritual Conquest” paradigm.
Źródło:
Review of International American Studies; 2023, 16, 1; 259-306
1991-2773
Pojawia się w:
Review of International American Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Effect of Audio-Visual Appeal on Game Enjoyment: Sample from Turkey
Autorzy:
Almaç, Naz
Powiązania:
https://bibliotekanauki.pl/articles/41311546.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
game user research
moderation effect
player experience
scale adaptation
Opis:
A player’s subjective interaction with a digital game is referred to as player experience. The consequence of playing a game affects a player’s thoughts, feelings, attitudes, and behaviours. To measure player experience there are various qualitative and quantitative methods. Iterative game development and play testing sessions enhance and optimize game designs, to determine the impact of functional and psychosocial consequences of gaming in various cultures, a credible scale is required. To be able to measure and analyse player experience, this study aimed at adapting the ‘Player Experience Inventory’ (PXI) scale developed by V. V. Abeele1 to Turkish. The results of test-retest analysis and backand-forth translation demonstrate that linguistic equivalence is not applicable for the Turkish variant. Only one item for functional – audio-visual appeal – and two items from psychosocial – immersion and autonomy – consequence of gaming have a proper factor structure. In this way an adaption study was carried out by confirmatory factor analysis (CFA) and explanatory factor analysis (EFA) with three items from the scale. The validity and reliability of the scale and relationship of audio-visual appeal of gaming on game enjoyment were tested and this article proposes a model for the functional and psychosocial consequences of gaming.
Źródło:
Acta Ludologica; 2023, 6, 2; 42-61
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Factors Influencing the Quality of Digital Game Localization
Autorzy:
Kabát, Marián
Powiązania:
https://bibliotekanauki.pl/articles/41310353.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
development
digital games
English
localization
Slovak
variable
Opis:
Software localization is an integral part of a business process as long as a company wants to sell their software products on a global scale. The purpose of the following article is to provide information about some key features of the development and publishing process that have a significant impact on digital game localization from English into Slovak. The selected features are based on a study by M. Kabát on localization aspects of non-gaming software that are here adapted to digital game localization, and on the author’s practical experience. Each key feature is briefly introduced and its impact on digital game localization is described. Where necessary, examples are provided. Other than presenting key features of digital game localization, the intent behind this paper is to spread information on digital game localization as I believe that, e.g., developers should be more informed on this topic to create more effective cooperation with localizers and in that way higher quality localization.
Źródło:
Acta Ludologica; 2023, 6, 1; 84-94
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Following the Hero’s Memories: The Role of Memory as a (Re)construction of the Narrative in The Legend of Zelda: Breath of the Wild
Autorzy:
Vera, Esteban
Powiązania:
https://bibliotekanauki.pl/articles/41311319.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
hero
memory
narrative
The Legend of Zelda: Breath of the Wild
Opis:
This paper discusses the concept of the hero and the role of memory as an object of (re)construction of the world in the narrative of the Nintendo digital game The Legend of Zelda: Breath of the Wild. Through the analysis of how memory is reconstructed in Link and the characters that inhabit Hyrule, memories, historical and social memory, monuments, documents, space, and gameplay within the same digital game are also reconstructed. Testimonial memory, in turn, will help remember and construct the narrative of Link’s personal and social history by reconstructing the story. The personal experience that the player has while interacting with the game through the act of playing can build the metadiscourse between memory and narrative to understand the hero and his journey through the world. In this sense, the importance of the character Link within the game is affirmed, as he is a much more complex subject than a simple archetype within the game mechanics.
Źródło:
Acta Ludologica; 2023, 6, 2; 4-18
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gamer Identity: How Playing and Gaming Determines How Those Engaged in Gaming See Themselves
Autorzy:
Dietkow, Oleg
Powiązania:
https://bibliotekanauki.pl/articles/41311411.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital game culture
digital games
gamer identity
profilicity
second-order observations
Opis:
The issue with gamer identity has been troubling researchers for the last decade. Despite trying to assign different parameters such as time spent playing, individuals themselves do not identify along such lines and the reasons why one person defines themselves as a gamer and another does not have not been clear. The goal of this paper to demonstrate, by applying B. Suits ontology of games and understanding identity in accordance with H.-G. Moeller’s concept of profilicity as a form of identity construction, the existence of two separate constructs of the gamer label. To demonstrate this, a series of interviews were conducted with two groups of people engaged in gaming: those who sought fun and those that desired winning. Both groups show clear differences in self-identification with their identity and the observed differences explain inconsistencies and issues observed by prior studies. Playing for fun is a factor that acts against seeing oneself as a gamer while playing to win is a factor inducive towards identifying as a gamer. Those that seek winning are likely to seek validation of their identity by comparing themselves to known gamer influencers while those that prefer playing over gaming will construct their definition of a gamer in an authentic manner.
Źródło:
Acta Ludologica; 2023, 6, 2; 20-40
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Kolonizacje leśnego grajobrazu. Szkic o lasach w polskich grach wideo z perspektywy studiów postkolonialnych
Colonization of the Forest Gamespace: An Essay about Forests in Polish Video Games from the Perspective of Postcolonial Studies
Autorzy:
Pigulak, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/24874979.pdf
Data publikacji:
2023
Wydawca:
Polska Akademia Nauk. Instytut Sztuki PAN
Tematy:
gry cyfrowe
polskie gry wideo
grajobraz
las
postkolonializm
digital games
Polish video games
gamespace
forest
postcolonialism
Opis:
W artykule zaprezentowano analizę leśnych grajobrazów (gamespaces) w wybranych polskich grach wideo. Autorka odwołuje się do badań z zakresu studiów postkolonialnych, aby unaocznić, w jaki sposób utrwala się lub dekonstruuje wzorce kolonialne w projektowaniu relacji między awatarem gracza a przestrzenią leśną. Przygląda się relacjom między postacią a leśnym grajobrazem, uruchamiając konteksty związane z kolonizacją (Edward Said, Tomasz Z. Majkowski, Shoshana Magnet), tożsamością hybrydyczną (Souvik Mukherjee) i diasporą (Homi K. Bhabha, Krzysztof Loska). Twórcy gier bardzo często – świadomie lub nieświadomie – powielają wzorce kolonialne, prezentując relacje między przestrzenią i postacią. Daje się jednak odnaleźć przykłady polskich gier wideo (choćby Zaginięcie Ethana Cartera /2014/ czy Werewolf: The Apocalypse – Heart of the Forest /2020/), których autorzy dekonstruują kolonialny paradygmat myślenia o podróżowaniu zarówno na poziomie fabuły, jak i mechaniki rozgrywki.
The article presents an analysis of forest gamespaces in selected Polish video games. Referring to research in the field of postcolonial studies, the author shows how colonial patterns are preserved or deconstructed in designing the relationship between the player’s avatar and forest spaces. She examines relationships between characters and forest gamespaces in contexts such as colonization (Edward Said, Tomasz Z. Majkowski, Shoshana Magnet), hybrid identity (Souvik Mukherjee), and diaspora (Homi K. Bhabha, Krzysztof Loska). Very often, game creators – consciously or unconsciously – replicate colonial patterns by depicting the relationship between space and figures. Despite this, some Polish video games challenge this paradigm by deconstructing it in both their narrative and gameplay mechanics. Two examples of such games are Zaginięcie Ethana Cartera [The Vanishing of Ethan Carter] (2014) and Werewolf: The Apocalypse – Heart of the Forest (2020).
Źródło:
Kwartalnik Filmowy; 2023, 122; 36-57
0452-9502
2719-2725
Pojawia się w:
Kwartalnik Filmowy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Learning by Playing. A Case Study of the Education in Photography by Digital Games
Autorzy:
Mago, Zdenko
Wojciechowski, Łukasz P.
Balážiková, Magdaléna
Shelton, Amiee J.
Powiązania:
https://bibliotekanauki.pl/articles/18104992.pdf
Data publikacji:
2023-06-20
Wydawca:
Fundacja Pro Scientia Publica
Tematy:
digital games
education
game-based learning
photo mode
photography
serious games
virtual photography
Opis:
Aim. The study aims to explore the current state of digital game-based learning to reflect the extent, possibilities, opportunities, and limitations of its implementation in the specific field of education as visual art, especially photography. Method. The explorative study employed the method of theoretical analysis of available literature and other secondary sources related to the issue, and subsequently applied the method of an illustrative (descriptive) case study. Results. Photo modes of commercially available digital games, originally intended to increase the players’ retention and participation, have led to the birth of a new art form, virtual photography. The technology of photo modes in a larger variety of recent games has made virtual photography available to significantly more players. Photo modes provide artistic control and creative options alongside a whole catalogue of lenses, camera parameters, and other features, reducing the financial burden associated with the purchase of photographic equipment. Furthermore, photo modes offer more than just a substitutable alternative to traditional photography, as added artistic value is found within virtual worlds. Conclusions. Despite some limitations regarding the overall implementation of digital game-based learning in photography classrooms, photo modes of commercially available digital games are a suitable tool for educational efforts in photography through both self-development and measurement of outcome-based learning.
Źródło:
Journal of Education Culture and Society; 2023, 14, 1; 465-479
2081-1640
Pojawia się w:
Journal of Education Culture and Society
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Role of Digital Marketing in the Esports Industry
Autorzy:
Baltezarević, Radoslav
Baltezarević, Vesna
Baltezarević, Ivana
Powiązania:
https://bibliotekanauki.pl/articles/41309902.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
consumers
digital games
digital marketing
eSports industry
eSports influencers
eWOM
Opis:
The eSports industry, supported by the accelerated development of digital technologies, is becoming more and more interesting to companies, as a potential place where products and services can be advertised. Given that consumers, who follow or actively engage in playing digital games and eSports, are mostly younger men, digital marketing strategies seem like a logical choice. This paper provides several theoretical viewpoints on the function of digital marketing in the industry of eSports. The authors attempted to make this topic more accessible to professionals with expertise in this field by assessing the views of 113 respondents and highlighting the possible advantages of adopting digital marketing in the eSports industry. The aim of this study is to show that companies should focus on promoting brands on digital platforms dedicated to eSports, because such activities, which are intended for players and audiences, are generally acceptable activities of business entities. Also, when carrying out brand promotion on these platforms, it is advisable to hire credible eSports influencers on social media to recommend their brands, and ultimately, to support the spread of eWOM about the company’s brand.
Źródło:
Acta Ludologica; 2023, 6, 1; 28-45
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Tracing the Impact of the Digital Virtual Ludic on Immersive Theatre: A Case of Theatre Gamification
Autorzy:
Charitos, Dimitrios
Timplalexi, Eleni
Powiązania:
https://bibliotekanauki.pl/articles/41309223.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
immersive theatre
pervasive games
theatre gamification
virtual worlds
Opis:
Immersive theatre, a theatrical form emerging at the beginning of the 21st century, invites spectators to become immersed in interactive theatre performances. The use of the term immersive indicates a strong influence from digital media, particularly from virtual worlds (VWs). Immersive theatre and VWs appear to share characteristics. A systematic comparative approach tracing the presence of characteristics shared by immersive theatre and VWs (i.e., virtuality, worldliness, information intensity), among others, still unique to VWs (i.e., agency, ergodicity), reveals that immersive theatre has assimilated some VWs characteristics while still being in the process of negotiating others. The paradigm of pervasive games is brought into the conversation to claim immersive theatre as a partially successful case of theatre gamification, revising theatrical and dramatic conventions, towards what could be called a digitally and ludically inspired neo-dramatic. New intermedial forms of expression could benefit from the adoption of a game/play frame.
Źródło:
Acta Ludologica; 2023, 6, 1; 4-27
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Tropem Wajdy. Polskie gry cyfrowe o II wojnie światowej między centrum a peryferiami
Tracing Wajda. Polish digital games about World War II between center and periphery
Autorzy:
Jankowski, Filip
Powiązania:
https://bibliotekanauki.pl/articles/28643569.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Andrzej Wajda
gry cyfrowe
II wojna światowa
Polska
digital games
World War II
Polska
Opis:
Celem artykułu jest syntetyczne ujęcie zjawiska gier cyfrowych II wojnie światowej powstałych w ubiegłym dziesięcioleciu na terenie Polski. Jakkolwiek tematyka ta pojawiała się w polskich grach cyfrowych już wcześniej, dopiero w drugiej dekadzie XXI wieku została przedstawiona bardziej jako traumatyczne doświadczenie aniżeli awanturnicza przygoda. Za przykłady służą trzy gry z lat 2011–2021: Popiół i diament, Warsaw, My Memory of Us. Badanie wykazuje, iż wspomniane tytuły odtwarzają narodową martyrologię w manierze filmów Andrzeja Wajdy. 
This article aims to synthesize the phenomenon of World War II digital games created in Poland in the past decade. Although the World War II themes had appeared in Polish digital games much earlier, it was not until the 2010s that it was presented as a traumatic experience rather than an adventurous period. Three games created between 2011 and 2021 serve as examples: Ashes and Diamonds, Warsaw, and My Memory of Us. The research shows that these titles reproduce national martyrdom present in Andrzej Wajda’s films.
Źródło:
Homo Ludens; 2022, 1(15); 49-64
2080-4555
Pojawia się w:
Homo Ludens
Dostawca treści:
Biblioteka Nauki
Artykuł

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