21 cm ; Pol. text, eng. summary
1. E. Aarseth, Badanie zabawy: metodologia analizy gier, przeł. Filiciak, Mirosław [w:] Światy z pikseli: antologia studiów nad grami komputerowymi, red. Filiciak, Mirosław, Wydawnictwo SWPS Academica, Warszawa 2010, s. 13-36
2. T. Apperley, Modding the historians' code: Historical verisimilitude and the counterfactual imagination [w:] Playing with the past: Digital games and the simulation of history, red. Kapell, Matthew Wilhelm; Elliott, Andrew B. R., Bloomsbury, Nowy Jork 2013, s. 185-198
3. Bethesda Game Studios The Elder Scrolls V: Skyrim, Bethesda Softworks 2011
4. K. A. Bjørkelo, "Elves are Jews with pointy ears and gay magic" Negotiated White Nationalist Readings of The Elder Scrolls V: Skyrim, w przygotowaniu
5. M. C. R. Burgess; S. P. Stermer; S. R. Burgess, Sex, lies, and video games: The portrayal of male and female characters on video game covers, "Sex roles" 2007 nr 5-6, s. 419-433
6. K. Busse; J. Gray, Fan cultures and fan communities, "The handbook of media audiences" 2011, s. 425-443
7. E. Champion, Game mods: design, theory and criticism, ETC Press, Pittsburg 2013
8. G. Crabtree, Modding as Digital Reenactment: A case study of the Battlefield series [w:] Playing with the past: Digital games and the simulation of history, red. Kapell, Matthew Wilhelm; Elliott, Andrew B. R., Bloomsbury, Nowy Jork 2013, s. 199-214
9. U. Dematagoda, Revenge of the nerds: Recidivist masculinity, identity politics and the online 'culture wars', "Journal of Extreme Anthropology" 2017 nr 3, s. 139-148
10. M. Filipiak, Modyfikacje gier komputerowych przez użytkowników, "Kultura Popularna" 2003 nr 3, s. 67-73
11. J. Fiske, Kulturowa ekonomia fandomu, przeł. Filiciak, Mirosław, "Kultura Popularna" 2008 nr 3, s. 21-30
12. J. Fiske, Przyjemność gier wideo, przeł. Szota, Michał [w:] Światy z pikseli: antologia studiów nad grami komputerowymi, red. Filiciak, Mirosław, Wydawnictwo SWPS Academica, Warszawa 2010, s. 111-131
13. R. Gallagher, No Sex Please, We Are Finite State Machines, "Games and Culture" 2012 nr 6, s. 399-418
14. R. Gallagher; C. Jong; K. A. Sinervo, Who Wrote the Elder Scrolls?: Modders, Developers, and the Mythology of Bethesda Softworks, "Loading…" 2017 nr 16
15. M. B. Garda, Interaktywne fantasy, Wydawnictwo Uniwersytetu Łódzkiego, Łódź 2016
16. S. Greer, Playing queer, "Journal of Gaming & Virtual Worlds" 2013 nr 1, s. 3-21
17. B. Hansen, The darker side of slash fanfiction on the internet, "New media and the politics of online communities" 2010, s. 51
18. R. Hong, Game modding, prosumerism and neoliberal labor practices, "International Journal of Communication" 2013, s. 984-1002
19. H. Jenkins, Kultura konwergencji: zderzenie starych i nowych mediów, przeł. Bernatowicz, Małgorzata; Filiciak, Mirosław, Wydawnictwo Akademickie i Profesjonalne, Warszawa 2007
20. H. Jenkins, Textual poachers: Television fans and participatory culture, Routledge, Nowy Jork 2012
21. P. Kelly, Approaching the digital courting process in Dragon Age 2 [w:] Game love: Essays on play and affection, red. Enevold, Jessica; MacCallum-Stewart, Esther, McFarland, Jefferson 2014, s. 46-62.
22. H. W. Kennedy, Lara Croft: Feminist icon or cyberbimbo? On the limits of textual analysis, "Game Studies" 2002 nr 2, https://tinyurl.com/d72bur
23. M. Kłosiński, Hermeneutyka gier wideo. Interpretacja, immersja, utopia, BookPress, Olsztyn 2018
24. T. Krzywinska, The Strange Case of the Misappearance of Sex in Video Games [w:] Computer Games and New Media Cultures: A Handbook of Digital Games Studies, red. Fromme, Johannes; Unger, Alexander, Springer Netherlands, Dordrecht 2012, s. 143-160
25. P. Kubiński, Gry wideo. Zarys poetyki, Universitas, Kraków 2016
26. J. Kücklich, Precarious playbour: Modders and the digital games industry, "fibreculture" 2005 nr 1
27. E. W. Lauteria, Ga(y)mer Theory: Queer Modding as Resistance, "Reconstruction: Studies in Contemporary Culture" 2012 nr 2, s. 1-34
28. O. T. Leino, Pętla śmierci jako komponent, przeł. Nawrocki, Maciej, "Teksty Drugie" 2017 nr 3, s. 116-145
29. K. M. Maj, Słowo gra znaczy świat. Przestrzeń gry wideo w kognitywnej teorii narracji, "Teksty Drugie" 2017 nr 3, s. 192-209
30. T. Z. Majkowski, Grotesque realism and carnality: Bakhtinian inspirations in video game studies, s. 27-43
31. T. Z. Majkowski, Języki gropowieści. Studia o różnojęzyczności gier cyfrowych, Wydawnictwo Uniwersytetu Jagiellońskiego, Kraków 2019
32. A. F. Meades, Understanding counterplay in video games, Routledge, Londyn 2015
33. S. Messner, Inside the Skyrim sex modding community where almost no taboo is off limits, PC Gamer 2017, https://tinyurl.com/y4e9vg34 (29.04.2019)
34. Learning Game 2.0: Support for game modding as a learning activity, red. Monterrat, Baptiste; Lavoué, Elise; George, Sébastien 2012
35. A. Nagle, Kill all normies: Online culture wars from 4chan and Tumblr to Trump and the alt-right, John Hunt Publishing 2017
36. L. M. Nijakowski, Pornografia: historia, znaczenie, gatunki, Iskry, Warszawa 2010
37. T. Owens, Modding the history of science: Values at play in modder discussions of Sid Meier's Civilization, "Simulation & Gaming" 2011 nr 4, s. 481-495
38. P. Prósinowski; P. Krzywdziński, Cyfrowa miłość: romanse w grach wideo, Wydawnictwo Libron-Filip Lohner, Kraków 2018
39. H. Puente; S. Tosca, The Social Dimension of Collective Storytelling in Skyrim, "DiGRA Digital Library" 2013, https://tinyurl.com/y42j4y7c (11.02.2019)
40. T. Sihvonen, Players unleashed! Modding the Sims and the culture of gaming, Amsterdam University Press, Amsterdam 2011
41. J. J. de Simone, Solo-socialization in environmentally immersive single-player video games, University of Kansas 2009
42. O. Sotamaa, When the game is not enough: Motivations and practices among computer game modding culture, "Games and Culture" 2010 nr 3, s. 239-255
43. O. Sotamaa; H. Wirman, Online games modifications and user generated content [w:] The International Encyclopedia of Digital Communication and Society, 3 Volume Set, red. Mansell, Robin; Ang, Peng Hwa; Ballon, Pieter; Steinfield, Charles; Braman, Sandra; Kerr, Aphra; Grimshaw, David J.; van der Graaf, Shenja; Ivory, James D.; Kleine, Dorothea, John Wiley & Sons, Hoboken 2015, s. 1-10
44. C. Suellentrop, 'Skyrim' Creator on Why We'll Have to Wait for Another 'Elder Scrolls', The Rolling Stone 2016, https://tinyurl.com/yyedsehq (28.04.2019).
45. T. L. Taylor, Pushing the borders: Player participation and game culture [w:] Structures of participation in digital culture, red. Karaganis, Joe, Social Science Research Council, Nowy Jork 2007, s. 112-131
46. N. Thompson, "Sexified" Male Characters: Video Game Erotic Modding for Pleasure and Power [w:] Queerness in play, red. Harper, Todd; Adams, Meghan Blythe; Taylor, Nicholas, Springer, London 2018, s. 185-20146. N. Thompson, "Sexified" Male Characters: Video Game Erotic Modding for Pleasure and Power [w:] Queerness in play, red. Harper, Todd; Adams, Meghan Blythe; Taylor, Nicholas, Springer, London 2018, s. 185-201
47. C. Tosenberger, Homosexuality at the online Hogwarts: Harry Potter slash fanfiction, "Children's Literature" 2008 nr 1, s. 185-207
48. A. Unger, Modding as part of game culture [w:] Computer Games and New Media Cultures, red. Fromme, Johannes; Unger, Alexander, Springer 2012, s. 509-523
49. R. Whisnant, From Jekyll to Hyde: The Grooming of Male Pornography Consumers [w:] Everyday pornography, red. Boyle, Karen, Routledge, Nowy Jork 2010, s. 114-133
50. H. Wirman, Gender and identity in game-modifying communities, "Simulation & Gaming" 2014 nr 1, s. 70-92
51. M. Wysocki, It's not just the coffee that's hot: Modding sexual content in video games [w:] Rated M for mature: Sex and sexuality in video games, red. Wysocki, Matthew; Lauteria, Evan W., Bloomsbury Publishing USA, Nowy Jork 2015, s. 194-209
oai:rcin.org.pl:203771 ; 0867-0633 ; 10.18318/td.2019.5.6
IBL PAN, call no. P.I.2524 ; click here to follow the link
Creative Commons Attribution BY 4.0 license
Copyright-protected material. [CC BY 4.0] May be used within the scope specified in Creative Commons Attribution BY 4.0 license, full text available at: ; -
Institute of Literary Research of the Polish Academy of Sciences
Library of the Institute of Literary Research PAS
European Union. European Regional Development Fund ; Operational Program Digital Poland, 2014-2020, Measure 2.3: Digital accessibility and usefulness of public sector information; funds from the European Regional Development Fund and national co-financing from the state budget.
Dec 22, 2022
Jul 27, 2021
330
https://rcin.org.pl./publication/235102
Edition name | Date |
---|---|
Majkowski Tomasz Z. - Erotyka w fanowskich modyfikacjach gier cyfrowych. Przypadek "SexLab" | Dec 22, 2022 |
Pokrywka, Rafał
Kacik, Małgorzata
Forajter, Wacław
Gajewska, Grażyna Barys, Arthur
Wolska, Barbara Wosik, Jakub Żukowska, Maria Helena
Błochowiak, Jarosław