Magdalena Bednorz

Magdalena Bednorz
University of Silesia in Katowice · Faculty of Humanities

Master of Arts

About

9
Publications
499
Reads
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2
Citations

Publications

Publications (9)
Article
Full-text available
The article undertakes an analysis of the only romantic plot for a female character in Baldur’s Gate II: Shadows of Amn, namely the romance with Anomen, one of the player character’s potential companions. The analysis focuses primarily on how this romance adapts themes of courtly love to the poetics of the digital game medium. Courtly love is treat...
Article
Full-text available
The article undertakes a detailed analysis of The Day the Laughter Stopped – a simple text-based browser game about rape, told from the perspective of a young teenage girl. While seemingly straightforward, the game uses choice poetics to build expectations of agency on the side of the player, only to subvert them at the most climactic moment, provo...
Article
This article explores the potential of digital games to encode references encompassing specific cultural ideas of romantic love within their spatial structures, thus helping guide the player’s interpretation of romance as they interact with and move through those spaces. It undertakes an analysis of romantic subplots in BioWare’s fantasy role-playi...
Article
The article aims to shed light on the relationship between digital media and emotional experiences such as love and loss. It follows Lee Mackinnon’s theoretical assumption that love can be considered and experienced differently depending on the technological system which facilitates it, broadens that assumption to the wider range of emotional socia...
Chapter
Podobnie jak w przypadku innych licznych gier wideo, Fallout: New Vegas wykorzystuje motyw przemocy, stawiając ją jako jeden z podstawowych sposobów wchodzenia w interakcję z post-apokaliptycznym światem przedstawionym gry. Wszechobecność przemocy przekłada się również na liczne fanowskie meta-narracje, czyli formy twórczej wypowiedzi nawiązujące d...
Article
The popularization of video games attracts a broader audience, while simultaneously hitherto marginalized groups become more noticeable. As a result, the image of an average gamer changes, as well as the semantic connotations and the definition of the word ‘gamer’ itself. Referring to the principles of critical discourse analysis, the article prese...

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