The Inception of a New Media

This book describes the phenomenon of creating gamer’s identity in Poland and specific gamer’s habitus which started forming itself in the second half of the 1980s through the articles published in computer magazines. Until the fall of the communist regime video games in Poland had been on the sidel...

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Autor principal: Staszenko-Chojnacka, Dominika
Format: Online
Idioma:polonès
Publicat: Wydawnictwo Uniwersytetu Łódzkiego 2025
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Accés en línia:ONIX_20250307_9788382206203_512
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author Staszenko-Chojnacka, Dominika
author_browse Staszenko-Chojnacka, Dominika
author_facet Staszenko-Chojnacka, Dominika
author_sort Staszenko-Chojnacka, Dominika
collection Directory of Open Access Books
description This book describes the phenomenon of creating gamer’s identity in Poland and specific gamer’s habitus which started forming itself in the second half of the 1980s through the articles published in computer magazines. Until the fall of the communist regime video games in Poland had been on the sidelines. The situation began to change after 1989 when access to computers, games and software was much easier than it used to be. As a result, there was a need for magazines devoted only to games. Publication includes description of how journals from the 1990s created players discourse and what consequences it had. It contains an analysis of specific writing style and language used by editors who created terms and names of genres later used by gamers. In this context it is worth mentioning that in that time specific types of articles emerged. Among them were reviews and walkthrough, which allowed practice of ‘reading’ games, that’s why people without access to new interactive medium learned about it through magazines. The first chapter presents the methodology of the research, using the concept of habitus, field and cultural capital by Pierre Bourdieu, as well as analyzes carried out by Graeme Kirkpatrick and Jaakko Suominen, who described how British and Finnish magazines influenced the formation of a specific discourse on video games. The relationship between the content of video game magazines and their influence on the development of the broadly understood game culture was also discussed. This book also includes a commentary on the differences between the gaming press published in Western Europe and Polish magazines created during the political transformation. It also focuses on issue of stereotypes connected with games and gamers, who formed some kind of subculture.
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publishDate 2025
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publisher Wydawnictwo Uniwersytetu Łódzkiego
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spelling doab-20.500.12854ir-1543322025-03-07T12:54:45Z The Inception of a New Media Staszenko-Chojnacka, Dominika video games video game history habitus gamer identity computerization This book describes the phenomenon of creating gamer’s identity in Poland and specific gamer’s habitus which started forming itself in the second half of the 1980s through the articles published in computer magazines. Until the fall of the communist regime video games in Poland had been on the sidelines. The situation began to change after 1989 when access to computers, games and software was much easier than it used to be. As a result, there was a need for magazines devoted only to games. Publication includes description of how journals from the 1990s created players discourse and what consequences it had. It contains an analysis of specific writing style and language used by editors who created terms and names of genres later used by gamers. In this context it is worth mentioning that in that time specific types of articles emerged. Among them were reviews and walkthrough, which allowed practice of ‘reading’ games, that’s why people without access to new interactive medium learned about it through magazines. The first chapter presents the methodology of the research, using the concept of habitus, field and cultural capital by Pierre Bourdieu, as well as analyzes carried out by Graeme Kirkpatrick and Jaakko Suominen, who described how British and Finnish magazines influenced the formation of a specific discourse on video games. The relationship between the content of video game magazines and their influence on the development of the broadly understood game culture was also discussed. This book also includes a commentary on the differences between the gaming press published in Western Europe and Polish magazines created during the political transformation. It also focuses on issue of stereotypes connected with games and gamers, who formed some kind of subculture. 2025-03-07T12:54:44Z 2025-03-07T12:54:44Z 2021 book ONIX_20250307_9788382206203_512 9788382206203 9788382206197 https://directory.doabooks.org/handle/20.500.12854/154332 pol Art – Media – Culture image/jpeg Attribution-NonCommercial-NoDerivatives 4.0 International https://www.press.uni.lodz.pl/index.php/wul/catalog/book/366 Wydawnictwo Uniwersytetu Łódzkiego electronic 10.18778/8220-619-7 This book describes the phenomenon of creating gamer’s identity in Poland and specific gamer’s habitus which started forming itself in the second half of the 1980s through the articles published in computer magazines. Until the fall of the communist regime video games in Poland had been on the sidelines. The situation began to change after 1989 when access to computers, games and software was much easier than it used to be. As a result, there was a need for magazines devoted only to games. Publication includes description of how journals from the 1990s created players discourse and what consequences it had. It contains an analysis of specific writing style and language used by editors who created terms and names of genres later used by gamers. In this context it is worth mentioning that in that time specific types of articles emerged. Among them were reviews and walkthrough, which allowed practice of ‘reading’ games, that’s why people without access to new interactive medium learned about it through magazines. The first chapter presents the methodology of the research, using the concept of habitus, field and cultural capital by Pierre Bourdieu, as well as analyzes carried out by Graeme Kirkpatrick and Jaakko Suominen, who described how British and Finnish magazines influenced the formation of a specific discourse on video games. The relationship between the content of video game magazines and their influence on the development of the broadly understood game culture was also discussed. This book also includes a commentary on the differences between the gaming press published in Western Europe and Polish magazines created during the political transformation. It also focuses on issue of stereotypes connected with games and gamers, who formed some kind of subculture. 10.18778/8220-619-7 83bfe9c9-323d-4283-b087-d859fd9af314 9788382206203 9788382206197 electronic open access
spellingShingle video games
video game history
habitus
gamer identity
computerization
Staszenko-Chojnacka, Dominika
The Inception of a New Media
title The Inception of a New Media
title_full The Inception of a New Media
title_fullStr The Inception of a New Media
title_full_unstemmed The Inception of a New Media
title_short The Inception of a New Media
title_sort inception of a new media
topic video games
video game history
habitus
gamer identity
computerization
topic_facet video games
video game history
habitus
gamer identity
computerization
url ONIX_20250307_9788382206203_512
work_keys_str_mv AT staszenkochojnackadominika theinceptionofanewmedia
AT staszenkochojnackadominika inceptionofanewmedia