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1 | This list references English-language game studies publications written by Polish authors. If you know about a publication that is not mentioned here, please let me know: krawczykstanislaw@gmail.com | ||||||||||||||||||||||||||
2 | The list is being maintained by Stanisław Krawczyk: ---------------------------------------------------> | https://uw.academia.edu/Stanis%C5%82awKrawczyk | |||||||||||||||||||||||||
3 | http://stanislawkrawczyk.blogspot.co.uk/p/o-mnie.html | ||||||||||||||||||||||||||
4 | Most of the publications are about video games but the list is meant to be inclusive. It is open to pieces concerning non-digital games, to works on gamification, etc. | ||||||||||||||||||||||||||
5 | The definition of “Polish author” is broad: for instance, it could be a person that worked in Polish academia in the past and now works in another country. | ||||||||||||||||||||||||||
6 | |||||||||||||||||||||||||||
7 | A longer list of publications, which includes Polish texts, is available here: ----------------------> | https://docs.google.com/spreadsheets/d/1BST3rKK2o8X-hJDPdKv8L4Aa42FmdId5UV0RObzDIkA/edit#gid=0 | |||||||||||||||||||||||||
8 | |||||||||||||||||||||||||||
9 | Last updated: August 4, 2019 (books updated March 15, 2023) | ||||||||||||||||||||||||||
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11 | Books | ||||||||||||||||||||||||||
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13 | Author | Year | Publication title | Press | |||||||||||||||||||||||
14 | Marta M. Kania | 2017 | Perspectives of the Avatar: Sketching the Existential Aesthetics of Digital Games | Wydawnictwo Naukowe Dolnośląskiej Szkoły Wyższej | |||||||||||||||||||||||
15 | Agnieszka Dytman-Stasieńko, Jan Stasieńko, Adam Flamma, Krystina Madej, Maciej Śledź | 2021 | “Fragile Avatars?” Representations of Disability in Video Games | Wydawnictwo Naukowe Dolnośląskiej Szkoły Wyższej | |||||||||||||||||||||||
16 | Sonia Fizek | 2022 | Playing at a Distance: Borderlands of Video Game Aesthetic | The MIT Press | |||||||||||||||||||||||
17 | Michał Mochocki | 2022 | Role-play as a Heritage Practice: Historical Larp, Tabletop RPG and Reenactment | Routledge | |||||||||||||||||||||||
18 | Agata Waszkiewicz | 2022 | Delicious Pixels: Food in Video Games | De Gruyter Oldenbourg | |||||||||||||||||||||||
19 | |||||||||||||||||||||||||||
20 | Individual papers | (Unless otherwise specified, the “Issue” column denotes the issue in a particular volume, not in the entire journal run.) | |||||||||||||||||||||||||
21 | |||||||||||||||||||||||||||
22 | Author | Year | Publication title | Journal title | Book title | First page no. | Last page no. | Other information | |||||||||||||||||||
23 | Volume | Issue | |||||||||||||||||||||||||
24 | |||||||||||||||||||||||||||
25 | Wioleta Adamczyk-Bębas | 2016 | The Role of Computer Games in Children’s Lives | - | Contemporary Homo Ludens | 297 | 303? | ||||||||||||||||||||
26 | |||||||||||||||||||||||||||
27 | Sylwester Bębas | 2016 | The Positive and Negative Aspects of Playing Computer Games | - | Contemporary Homo Ludens | 304 | 314? | ||||||||||||||||||||
28 | |||||||||||||||||||||||||||
29 | Ryszard Błaszkiewicz | 2016 | Safe Computer Games: The Problems of Age Rating | - | Contemporary Homo Ludens | 283 | 296? | ||||||||||||||||||||
30 | 2016 | Playing With Digital Hypertext Literature | Zabawy i Zabawki [Plays and Toys] | 14 | 1 | - | |||||||||||||||||||||
31 | |||||||||||||||||||||||||||
32 | P. Konrad Budziszewski | 2012 | [various entries throughout the book] | - | Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming | ||||||||||||||||||||||
33 | 2015 | Poland | Video Games Around the World | ||||||||||||||||||||||||
34 | |||||||||||||||||||||||||||
35 | Justyna Deszcz-Tryhubczak | 2006 | Giving “to Airy Nothing a Local Habitation and a Name”: William Shakespeare’s Worlds of Imagination as Accessed through a Role-Playing Game | Borrowers and Lenders: The Journal of Shakespeare and Appropriation | 2 | 1 | - | ||||||||||||||||||||
36 | Agata Zarzycka | ||||||||||||||||||||||||||
37 | |||||||||||||||||||||||||||
38 | Mikołaj Dymek | To be filled in, for now see the following links: -------------> | https://www.miun.se/personal/mikolajdymek | http://www.digra.org/digital-library/authors/dymek-mikolaj/ | https://www.kth.se/en/itm/inst/indek/2.2101/2.18873/mikolaj-dymek-1.10587 | https://www.routledge.com/Video-Game-Marketing-A-student-textbook/Zackariasson-Dymek/p/book/9781138812277 | |||||||||||||||||||||
39 | |||||||||||||||||||||||||||
40 | Dagmara Dziedzic | 2016 | Dynamic difficulty adjustment systems for various game genres | Homo Ludens | 8 | 1 | - | 35 | 51 | ||||||||||||||||||
41 | |||||||||||||||||||||||||||
42 | Mateusz Felczak | 2015 | Narratives of spectatorship: E-sports in Poland | - | New Perspectives in Game Studies: Proceedings of the Central and Eastern European Game Studies Conference | 109 | 123 | ||||||||||||||||||||
43 | 2018 | Aesthetics and Cosmetic Microtransactions in Path of Exile | - | - | - | Proceedings of DiGRA 2018 | - | - | |||||||||||||||||||
44 | |||||||||||||||||||||||||||
45 | Mirosław Filiciak | 2003 | Hyperidentities: Postmodern Identity Patterns in Massively Multiplayer Online Role-Playing Games | - | The Video Game Theory Reader | 87 | 103 | ||||||||||||||||||||
46 | 2015 | Playing Capitalism: The Polish People’s Republic, Constructing Memory, and Video Games | View. Theories and Practices of Visual Culture | 3 | 3 | - | - | - | |||||||||||||||||||
47 | |||||||||||||||||||||||||||
48 | Sonia Fizek, Monika Wasilewska | 2011 | Embodiment and Gender Identity in Virtual Worlds: Reconfiguring our "Volatile Bodies" | - | Creating Second Lives Community, Identity and Spatiality as Constructions of the Virtual | 75 | 98 | ||||||||||||||||||||
49 | Sonia Fizek | 2014 | Pivoting the Player: A Framework for Player Character Research in Offline Computer Role-Playing Games | Journal of Gaming and Virtual Worlds | 6 | 3 | 215 | 234 | |||||||||||||||||||
50 | Sonia Fizek | 2014 | Why Fun Matters: In Search of Emergent Playful Experiences | - | Rethinking Gamification | 273 | 287 | ||||||||||||||||||||
51 | Jarosław Beksa, Sonia Fizek, Phil Carter | 2015 | Audio Games: Investigation of the Potential through Prototype Development | - | A Multimodal End-2-End Approach to Accessible Computing | 211 | 224 | ||||||||||||||||||||
52 | Sonia Fizek | 2016 | All Work and No Play: Are Games Becoming the Factories of the Future? | Previously published in German | |||||||||||||||||||||||
53 | Sonia Fizek | 2017 | Ludification of Culture. The significance of play and games in everyday practices of the digital era | - | Digitalisation: Theories and Concepts for Empirical Cultural Research | ||||||||||||||||||||||
54 | Sonia Fizek | 2018 | Automated State of Play. Rethinking Anthropocentric Rules of the Game | Digital Culture & Society | 4 | 1 | - | 201 | 214 | ||||||||||||||||||
55 | Sonia Fizek | no date | Gamification | - | Critical Keywords for the Digital Humanities | ||||||||||||||||||||||
56 | Anne Dippel, Sonia Fizek | 2015 | Playful Laboratories: The Significance of Games for Knowledge Production in the Digital Age | - | Proceedings of DiGRA 2015: Diversity of play: Games – Cultures – Identities | ||||||||||||||||||||||
57 | see also a German paper by Anne Dippel and Sonia Fizek here: ------------------------------------------------------------> | https://www.academia.edu/25493113/Ludifizierung_von_Kultur._Zur_Bedeutung_des_Spiels_in_allt%C3%A4glichen_Praxen_der_digitalen_%C3%84ra | |||||||||||||||||||||||||
58 | Sonia Fizek, Markus Rautzenberg | 2018 | The work of game in the age of automation | Journal of Gaming and Virtual Worlds | 10 | 3 | - | 197 | 201 | ||||||||||||||||||
59 | |||||||||||||||||||||||||||
60 | Paweł Frelik | 2014 | Gothic Videogames | - | Expanding the Gothic Canon. Studies in Literature, Film and New Media | 269 | 286 | ||||||||||||||||||||
61 | 2014 | Towards a Science Fiction Video Game Collection: A Modest Proposal | Eaton Journal of Archival Research In Science Fiction | 2 | 1 | - | 3 | 18 | |||||||||||||||||||
62 | 2014 | Video Games | - | Oxford Handbook of Science Fiction | On video games in science fiction literature | ||||||||||||||||||||||
63 | 2015 | Changing Realities: VideoGame Mods, (Micro)Politics, and the Fantastic | Foundation: The International Review of Science Fiction | 120 (within the entire journal run) | - | 15 | 28 | ||||||||||||||||||||
64 | 2015 | Simulating the Future: Mortensen/Linderoth/Brown’s The Dark Side of Game Play, Tringham’s Science Fiction Video Games, Väliaho’s Biopolitical Screens, and Voorhees/Call/Whitlock’s First-Person Shooter Games | Science Fiction Studies | 43 | 1 | - | Review essay | ||||||||||||||||||||
65 | 2016 | The Master’s Digital Tools: Cognitive Capitalism and Non-Normative Gaming Practices | Journal of Gaming and Virtual Worlds | 8 | 2 | - | 163 | 176 | |||||||||||||||||||
66 | |||||||||||||||||||||||||||
67 | Damian Gałuszka | 2018 | Video Games in the Family Context: How Do Digital Media Influence the Relationship Between Children and Their Parents? | - | - | - | Global Leisure and the Struggle for a Better World | 161 | 183 | ||||||||||||||||||
68 | |||||||||||||||||||||||||||
69 | Maria B. Garda | 2012 | „Limits of Genre, Limits of Fantasy”: Rethinking Computer Role-Playing Games | - | Cultural Perspectives of Video Games: From Designer to Player | ||||||||||||||||||||||
70 | 2013 | Neo-Rogue and the Essence of Roguelikeness | Homo Ludens | 5 | 1 | 59 | 72 | ||||||||||||||||||||
71 | 2014 | Nostalgia in Retro Game Design | - | Proceedings of the Digital Games Research Association Conference 2013 | |||||||||||||||||||||||
72 | Maria B. Garda, Paweł Grabarczyk | 2016 | Is Every Indie Game Independent? Towards the Concept of Independent Game | Game Studies | 16 | 1 | - | - | - | ||||||||||||||||||
73 | [see Paweł Grabarczyk’s profile here] | ||||||||||||||||||||||||||
74 | |||||||||||||||||||||||||||
75 | Justyna Janik | 2015 | The Cluster Worlds of Imagination: The Analysis of Collage Technique in Games by Amanita Design | - | New Perspectives in Game Studies: Proceedings of the Central and Eastern European Game Studies Conference | 45 | 54 | ||||||||||||||||||||
76 | 2017 | Glitched perception: beyond the transparency and visibility of the video game object | Transmissions | 2 | 2 | 65 | 82 | ||||||||||||||||||||
77 | |||||||||||||||||||||||||||
78 | Jankowski Filip | 2017 | New American Patriotism in Games: WWII-Themed Military Shooters in the Shadow of Post-9/11 Politics | Transmissions | 2 | 1 | - | 5 | 20 | ||||||||||||||||||
79 | 2017 | Political and Social Issues in French Digital Games, 1982–1993 | Transmissions | 2 | 2 | - | 162 | 176 | |||||||||||||||||||
80 | 2017 | Reflection on Postmodern Nomadism in French Science Fiction Games (1987–1992) | Maska | 11 | 4 | - | 153 | 163 | |||||||||||||||||||
81 | |||||||||||||||||||||||||||
82 | Krzysztof Jański | 2016 | Towards a Categorisation of Animals in Video Games | Homo Ludens | 8 | 1 | - | 85 | 101 | ||||||||||||||||||
83 | |||||||||||||||||||||||||||
84 | Paweł Kleka, Paweł Łupkowski | 2014 | Gamifying science – the issue of data validation | Homo Ludens | 6 | 1 | - | 45 | 55 | ||||||||||||||||||
85 | [see Paweł Kleka’s profile here] | ||||||||||||||||||||||||||
86 | |||||||||||||||||||||||||||
87 | Michał Kłosiński | 2016 | SimCity: Where the City Ends | - | More After More. Essays Commemorating the Five-Hundredth Anniversary of Thomas More’s Utopia | 134 | 146 | ||||||||||||||||||||
88 | 2018 | Games and Utopia | Acta Ludologica | 1 | 1 | - | 4 | 14 | |||||||||||||||||||
89 | |||||||||||||||||||||||||||
90 | Jerzy Kociatkiewicz | 2000 | Dreams of Time, Times of Dreams: Stories of Creation From Roleplaying Game Sessions | - | 6 | 1 | Studies in Cultures, Organizations and Societies | 71 | 86 | ||||||||||||||||||
91 | |||||||||||||||||||||||||||
92 | Wojciech Kosior | 2016 | Undead Knights, Fallen Giants and Poisoned Fruit of Life: A Digital Retelling of the Judeo-Christian Creation Motifs | The Polish Journal of the Arts and Culture. New Series | 5 | 1 | - | 35 | 52 | The journal changed its name in 2015, but the volume number refers to the entire journal history. | |||||||||||||||||
93 | |||||||||||||||||||||||||||
94 | Bernardeta Kosztyła | 2016 | The Functions of Dance Games in Preschool and Early Childhood Education | - | Contemporary Homo Ludens | 258 | 267? | ||||||||||||||||||||
95 | |||||||||||||||||||||||||||
96 | Stanisław Krawczyk | 2015 | "You must gather your party before venturing forth": Why did computer games from around 2000 become so important in Poland? | - | New Perspectives in Game Studies: Proceedings of the Central and Eastern European Game Studies Conference | 9 | 26 | ||||||||||||||||||||
97 | |||||||||||||||||||||||||||
98 | Piotr Kubiński | 2014 | Immersion vs. emersive effects in videogames | - | Engaging with Videogames: Play, Theory, and Practice | 133 | 141 | ||||||||||||||||||||
99 | 2016 | Immersion vs. emersive effects in videogames | - | vol. 3 | Video Games and Gaming Culture | 286 | 300 | Slightly corrected version of the 2014 paper | |||||||||||||||||||
100 | 2016 | Toward a Poetics of Video Games | Forum of Poetics | 2 | 2 |