Mateusz Felczak
Przegląd Kulturoznawczy, Numer 4 (54) Playing While the World Burns: Games in a Time of Crisis, 2022, s. 527-547
https://doi.org/10.4467/20843860PK.22.036.17090Mateusz Felczak
Przegląd Kulturoznawczy, Numer 4 (38), 2018, s. 562-574
https://doi.org/10.4467/20843860PK.18.029.10367Mateusz Felczak
Przegląd Kulturoznawczy, Numer 4 (42), 2019, s. 587-594
https://doi.org/10.4467/20843860PK.19.031.11927Mateusz Felczak
Przegląd Kulturoznawczy, Numer 3 (29), 2016, s. 305-317
https://doi.org/10.4467/20843860PK.16.023.6025Mateusz Felczak
Przegląd Kulturoznawczy, Numer 1 (35), 2018, s. 146-150
Mateusz Felczak
Wielogłos, Numer 3 (25) 2016: Poetyka i retoryka gier wideo, 2015, s. 41-51
https://doi.org/10.4467/2084395XWI.15.019.4798Agency and Indentity in the Exploration Games
The article focuses on the connection between player’s agency and his identity in the exploration computer games. The aim of the article is to trace down the influence of various tools and interaction mechanics on ways in which players mark their presence in the game and convey their identities. The analysed titles include pure exploration games, like Proteus (Ed Key, David Kanaga, 2013) and MirrorMoon EP (Santa Ragione, 2013), as well as some titles which employ only selected mechanics of exploration games, such as The Elder Scrolls V: Skyrim (Bethesda, 2011). Three main points of interest are examined in the article: 1) interfaces and mechanics in relation to player’s agency 2) tools that enable players to build their own narratives and shape the avatars 3) agency in the context of game goals and tasks assigned to a player by the game itself. The theoretical context of the article is linked to the Giorgio Agamben’s theory of dispositif.
Mateusz Felczak
Przegląd Kulturoznawczy, Numer 2 (48) Błękitna humanistyka, 2021, s. 470-477
https://doi.org/10.4467/20843860PK.21.030.14087