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RCIN and OZwRCIN projects

Object

Title: Apokalipsa z odzysku. Problemyz cyberpunkiem w polskich grach wideo

Creator:

Felczak, Mateusz ORCID

Date issued/created:

2021

Resource type:

Tekst

Subtitle:

Teksty Drugie Nr 6 (2021)

Publisher:

IBL PAN

Place of publishing:

Warszawa

Description:

21 cm ; Tekst pol., streszcz. ang.

References:

1. Easterbrook, N. (1992). The Arc of Our Destruction: Reversal and Erasure in Cyberpunk. Science Fiction Studies, 19(3), 378–394. Retrieved from http://www.jstor.org/stable/4240184%5Cnhttp://www.jstor.org.cyber.usask.ca/stable/pdfplus/4240184.pdf?acceptTC=true
2. Frelik, P. (2018). “Silhouettes of Strange Illuminated Mannequins”: Cyberpunk’s Incarnations of Light. In G. J. Murphy & L. Schmeink (Eds.), Cyberpunk and Visual Culture (pp. 80–99). New York and London: Routledge. DOI
3. Galloway, A. R. (2012). The Interface Effect. Cambridge: Polity Press.
4. Gibson, W., & McCaffery, L. (1988). An Interview with William Gibson. Mississippi Review, 16(2/3), 217–236.
5. Hayles, K. (2012). W stronę ucieleśnionej wirtualności. Sztuka i Filozofia, 41, 127–152.
6. Heuser, S. (2003). Virtual Geographies: Cyberpunk at the Intersection of the Postmodern and Science Fiction. Leiden: Brill. DOI
7. Jameson, F. (2011). Postmodernizm, czyli logika kulturowa późnego kapitalizmu. Kraków: Wydawnictwo Uniwersytetu Jagiellońskiego.
8. Janik, J. (2020). Negotiating Textures of Digital Play: Gameplay and the Production of Space. Game Studies, 20(4). Retrieved from http://gamestudies.org/2004/articles/janik
9. Johnson, M. R. (2018). The History of Cyberspace Aesthetics in Video Games. In Graham J. Murphy & L. Schmeink (Eds.), Cyberpunk and Visual Culture (pp. 139–154). New York and London: Routledge. DOI
10. Jørgensen, K. (2012). Between the game system and the fictional World: A study of computer game interfaces. Games and Culture, 7(2), 142–163. DOI
11. Joyce, S. (2017). Playing for Virtually Real. Cyberpunk Aesthetics and Ethics in Deus Ex: Human Revolution. In G. J. Murphy & L. Schmeink (Eds.), Cyberpunk and Visual Culture. New York & London: Routledge. DOI
12. Kerr, A. (2017). Global Games. Production, Circulation and Policy in the Networked Era. New York: Routledge. DOI
13. Kłosiński, M. (2018). Hermeneutyka gier wideo: intepretacja, immersja, utopia. Warszawa: Instytut Badań Literackich PAN.
14. Land, N. (1995). Meat (or How to Kill Oedipus in Cyberspace). In M. Featherston & R. Burrows (Eds.), Cyberspace/Cyberbodies/ Cyberpunk. Cultures of Technological Embodiment. London-New Delhi: SAGE Publications. DOI
15. Lavigne, C. (2013). Cyberpunk Women, Feminism and Science Fiction. A Critical Study. Jefferson, North Carolina, and London: McFarland & Company.
16. McGunnigle, C. (2018). “My targeting system is a little messed up”. The Cyborg Gaze in the RoboCop Media Franchise. In Cyberpunk and Visual Culture (pp. 105–126). New York and London: Routledge. DOI
17. Nixon, N. (1992). Cyberpunk: Preparing the Ground for Revolution or Keeping the Boys Satisfied? Science Fiction Studies, 19(2), 219–235. Retrieved from http://www.jstor.org/stable/4240152%5Cnhttp://www.jstor.org.cyber.usask.ca/stable/pdfplus/4240152.pdf?acceptTC=true
18. Sanders, L. P. (2008). Postmodern Orientalism. William Gibson, Cyberpunk and Japan. Massey University.
19. Sicart, M. (2008). Defining Game Mechanics. Game Studies, 8(2). Retrieved from http://gamestudies.org/0802/articles/sicart
20. Stephenson, N. (1999). Zamieć. Poznań: Zysk i S-ka.
21. Sterling, B. (Ed.). (1988). Mirrorshades: The Cyberpunk Anthology. New York: Ace Books.
22. Tabbi, J. (1995). Postmodern Sublime. Technology and American Writing from Mailer to Cyberpunk. Ithaca and London: Cornell University Press. DOI
23. Tatsumi, T. (2006). Full Metal Apache. Transactions Between Cyberpunk Japan and Avant Pop America. Durham and London: Duke University Press. DOI

Relation:

Teksty Drugie

Issue:

6

Start page:

109

End page:

124

Detailed Resource Type:

Artykuł naukowy oryginalny

Resource Identifier:

oai:rcin.org.pl:237241 ; 0867-0633 ; 10.18318/td.2021.6.7

Source:

IBL PAN, sygn. P.I.2524 ; click here to follow the link

Language:

pol

Language of abstract:

eng

Rights:

Licencja Creative Commons Uznanie autorstwa 4.0

Terms of use:

- ; Zasób chroniony prawem autorskim. [CC BY 4.0 Międzynarodowe] Korzystanie dozwolone zgodnie z licencją Creative Commons Uznanie autorstwa 4.0, której pełne postanowienia dostępne są pod adresem:

Digitizing institution:

Instytut Badań Literackich Polskiej Akademii Nauk

Original in:

Biblioteka Instytutu Badań Literackich Polskiej Akademii Nauk

Projects co-financed by:

Program Operacyjny Polska Cyfrowa, lata 2014-2020, Działanie 2.3 : Cyfrowa dostępność i użyteczność sektora publicznego; środki z Europejskiego Funduszu Rozwoju Regionalnego oraz współfinansowania krajowego z budżetu państwa

Access:

Otwarty

Object collections:

Last modified:

Jan 2, 2023

In our library since:

Dec 30, 2022

Number of object content downloads / hits:

117

All available object's versions:

https://rcin.org.pl./publication/273477

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