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Issue 4 (62)

2024 (First View) Next

Description
The publication of this volume was financed by the Jagiellonian University in Kraków – Faculty of Management and Social Communication & Polish Academy of Sciences.

This publication was co-financed by the Faculty of Polish Studies as part of the Excellence Initiative Strategic Program at the Jagiellonian University

Licence: CC BY  licence icon

Editorial team

Secretary Justyna Janik

Deputy Editor-in-Chief Orcid Ewelina Twardoch-Raś

Editor-in-Chief Orcid Anna Nacher

Issue Editors Łucja Iwanczewska, Arkadiusz Półtorak

Issue content

Łucja Iwanczeska

Arts & Cultural Studies Review, Issue 4 (62), 2024 (First View), pp. 545-546

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Aleksandra Ubertowska

Arts & Cultural Studies Review, Issue 4 (62), 2024 (First View), pp. 571-585

The aim of the article is to reflect on the concept of the inclusive models of knowledge. The author has taken into account three models: the archive of Jacques Derrida, atlas/ atlas „Mnemosyne” by Aby Warburg, analyzed by Georges Didi-Huberman, and fungi/matsutake mushroom which functions and meanings traces in her book The Mushroom at the End of the World. On the Possibility of Life in Capitalist Ruins Anna Lowenhaupt Tsing.
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Falk Heinrich

Arts & Cultural Studies Review, Issue 4 (62), 2024 (First View), pp. 586-604

This paper presents a personal, autoethnographic account of how a distinct theory, namely selected aspects of the extended mind theory, can give rise to novel aesthetic experiences while dancing Argentine tango. It illustrates the enhancement of an aesthetic practice that is forged by, but also transcends, the interplay between theory and practice. The report recounts how theoretical propositions regarding the distribution of agency in extended cognition, when applied to a somatic practice, can uncover novel aesthetic experiences and approaches towards the author’s own dance practice. The aesthetic experience is described as the sensation of being danced by the interactions between the dance partners and the music, which afford somatic awareness. Furthermore, the paper emphasises the often-neglected significance of a researcher’s personal inclinations towards and the practical effects of the theoretical propositions they engage with.
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Monika Górska-Olesińska

Arts & Cultural Studies Review, Issue 4 (62), 2024 (First View), pp. 605-621

This article explores the topic of virtual reality non-fiction experiences where creators position the viewer as a participant in an encounter. The first part presents a selection of voices in the critical discussion around humanitarian VR, a genre in which viewers are often positioned in this way. The concepts of toxic empathy by Lisa Nakamura, improper distance by Kate Nash, and synthetic vision by Jihoon Kim are discussed. The recapitulation of texts providing critical accounts of humanitarian VR sets the context for the presentation of The Choice VR experience, to which the second part of the article is devoted.
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Pejzaże kultury

Mariia Varlygina

Arts & Cultural Studies Review, Issue 4 (62), 2024 (First View), pp. 623-645

This article analyzes the concepts of metamodernism as productive theoretical tools for describing new forms of ethics and aesthetics. Metamodernism, based on the idea of oscillation between among states, offers a new cultural sensibility expressed in the dialogue between irony and authenticity. Particular attention is given to the cultural and historical factors influencing the specificity of contemporary Polish and Ukrainian art and literature. In this context, it is essential to examine how political and social changes – such as the dissolution of the Soviet Union, Poland’s systemic transformation, and Russia’s invasion of Ukraine – have shaped the development of new forms of sensibility. The idea of oscillation can be seen as an attempt to “disarm” critical tools, enabling not only a deeper understanding of contemporary cultural transformations but also their ethical co-creation. This article, situated within the frameworks of cultural studies and the anthropology of art, examines this concept while considering the specificity of Polish and Ukrainian academic reflection.
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Michalina Sablik

Arts & Cultural Studies Review, Issue 4 (62), 2024 (First View), pp. 646-659

The article analyzes Barbara Gryka’s performative-photographic project Architecture from the Inside, created between 2018 and 2019 in the LSM Housing Cooperative in Lublin, designed by Oskar and Zofia Hansen. It focuses on the artist’s work with the local community, particularly on her approach to photographing the residents, which is juxtaposed with the documentary practice of Zofia Rydet, to whom Gryka directly refers. Drawing on Richard Shusterman’s theory of the “performativity of the photographic gesture,” I will demonstrate how Gryka involved the residents in the photographic process, thereby granting them partial agency over their own representation. Furthermore, the article argues that Gryka’s work can largely be understood as an autoetnographic project, in which the artist’s experience of living in the Hansen estate becomes the central subject of artistic inquiry.
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Agata Waszkiewicz

Arts & Cultural Studies Review, Issue 4 (62), 2024 (First View), pp. 660-678

The goal of the article is to scrutinize the rather narrow and scarce group of video game novelizations. Acknowledging the particular and unique quality of video game narration that largely depends on the player, the article considers the challenges of adapting the interactivity of the gameplay onto the text and the specificities of the relationship between the novelization and the source text. Through the close reading of Cam Rogers’ novelization of the 2016 video game Quantum Break (Remedy Entertainment, 2016), the article draws from Peter Stockwell’s conceptualization of the literary resonance as well as Robyn Warhol’s and Gerald Prince’s discussion of unnarrated and the unnarratable in literature to consider what is referred to as reference by absence. It is argued that the omissions of ludic elements or narrative moments dependent on the player's choice offer significant clues regarding interpreting certain game events as canon.
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Karolina Sikorska

Arts & Cultural Studies Review, Issue 4 (62), 2024 (First View), pp. 679-706

In this article, I try to explain the role of artistic practice in the biographical work performed by person. The basis of my analysis is a life story that emerged from an autobiographical narrative interview conducted with a Polish visual woman artist born in the 1980s. By examining this story, I pay attention to moments of “silence” and “speaking up” as important acts in the process of building one’s own identity and situating oneself in the art world.
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Piotr Aptacy

Arts & Cultural Studies Review, Issue 4 (62), 2024 (First View), pp. 707-724

The article presents issues related to the development of information verification practices that led to the creation of modern fact-checking organizations in the United States. Particular attention was paid to three periods. The first of them takes place at the turn of the 19th and 20th centuries, when there were changes in the approach of the journalistic community towards the standards of collecting and checking facts used in prepared publications. The next one is the end of the 1970s and the next decade, during which the first columns devoted to verifying the public speeches of the most important politicians in the country appear in American newspapers. The third period is the 1990s, when Internet users began to become interested in fact-checking practices. The subject of the reflections contained in the article are also the ideas guiding journalists and groups of activists involved in developing the described initiatives.
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Joanna Pigulak

Arts & Cultural Studies Review, Issue 4 (62), 2024 (First View), pp. 736-744

The review of Agata Waszkiewicz's book Metagames. Games about Games refers to the analysis of the phenomenon of metagames—games that consciously comment on their own structure and medium. Waszkiewicz examines meta-referential tools (meta devices) used in video games, especially in indie productions, and their relationship with literature and film. The author presents six principles of metafiction in games, ranging from breaking the fourth wall to hypervisible interfaces and abusive game design. The review highlights the author’s interdisciplinary erudition and draws attention to the significance of metagames in socio-cultural contexts and their potential to push the boundaries of the medium.
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Funding information

The publication of this volume was financed by the Jagiellonian University in Kraków – Faculty of Management and Social Communication & Polish Academy of Sciences.

This publication was co-financed by the Faculty of Polish Studies as part of the Excellence Initiative Strategic Program at the Jagiellonian University