Filiciak, Mirosáaw. Wirtualny plac zabaw. Gry sieciowe i przemiany kultury wspóáczesnej. Warszawa: Wydawnictwo Akademickie i Profesjonalne. Filiciak. Media discourse. London-New York: Hodder Arnold Publication, Filiciak, Mirosáaw. Wirtualny plac zabaw. Gry sieciowe i przemiany kultury wspóáczesnej . Youth and media: new media and cultural participation by Mirosław Filiciak() Wirtualny plac zabaw: gry sieciowe i przemiany kultury współczesnej by.
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Meeting of international game studies researchers coupled with fascinating plenary lectures open to all tackling the present and future of video games — one of the fastest developing media, new technologies and their relationship with film, theatre, photography, literature, and art history.
Among presenters there will be wirtuqlny figures and powerhouses of the development of creative industries and game studies research, including Marcin Blacha, scriptwriter of The Witcher, responsible for the scripts of all the installments in the bestselling video game series, Dr.
Previously a designer of tabletop games and wirtuany writer for gaming press, for the last ten years he has worked in airtualny video games industry. Assassins of Kings; The Witcher 3: Wild Hunt as well as the add-ons: Hearts of Stone and The Witcher 3: He is currently working on a yet-unannounced project.
Wirtualny plac zabaw : gry sieciowe i przemiany kultury współczesnej in SearchWorks catalog
He has also been involved in courses educating game developers as a lecturer and conferences for game developers as a program board member. He is interested in the theory of media studies, media archeology, and the relations between media technologies and cultural practices. In his latest book Media, wersja beta [Media, Beta Version], he analyses relations between games and other media.
Currently he is the leader of an interdisciplinary team working on the issue of popular culture and its theoretical ramifications in Poland before World War II. He also works filuciak the project devoted to the strategies of collecting, restoring, and simulating old technical media, using the case study of the pinball community.
Mirosław Filiciak – SWPS University of Social Sciences and Humanities
Her research focuses on the production, consumption and regulation of digital games. She has worked on a number of projects exploring zabzw, work, diversity and public policies for the games industry over the past sixteen years, most recently involving a focus on the role of community managers in online games.
She is currently completing a monograph titled Making Global Games: Graeme Kirkpatrick studies the intersection of art, technology and critique. He has published several books and journal articles on digital games. Plenary lectures program The conference will be held in English.
No translation will be provided. Central and Eastern European Game Studies Conference October 16 Meeting of international game studies researchers coupled with fascinating plenary lectures open to all poac the present and future of video games — one of the fastest developing media, new technologies and their relationship with film, theatre, photography, literature, and art history.
Opportunities and Challenges 22 October, Saturday 9: