01446nam2 22003253i 450 VAN0028981920250324010731.21420250324d1983 |0itac50 baitaIT|||| |||||i e nnc1: Gli enti di strutturaAngela Maria Punzi NicolòPadovaCEDAM1983VII, 186 p.24 cm001VAN000042642001 Pubblicazioni dell'Istituto di diritto pubblico della Facoltà di giurisprudenza, Università degli studi di Roma La Sapienza. Ser. 345001VAN002898182001 Gli enti nell'ordinamento canonicoAngela Maria Punzi Nicolò210 PadovaCEDAM[1983] 215 volumi24 cm1PadovaVANL000007Punzi NicolòAngela MariaVANV244950260934CEDAM <editore>VANV111515650Punzi Nicolo, Angela MariaPunzi Nicolò, Angela MariaVANV244951Angela Maria Punzi NicolòPunzi Nicolò, Angela MariaVANV244952ITSOL20250328RICABIBLIOTECA DEL DIPARTIMENTO DI GIURISPRUDENZAIT-CE0105VAN00VAN00289819BIBLIOTECA DEL DIPARTIMENTO DI GIURISPRUDENZA00CONS F.G.964 00FG 964 1 20250324 BuonoEnti di struttura63847UNICAMPANIA03122aam 2200421 n 450 99108747636033212025061810222383-8220-620-4(CKB)4900000001455261(ceeol)ceeol1021839(CEEOL)1021839(EXLCZ)99490000000145526120252218d2021 ||l |polNarodziny medium. Gry wideo w polskiej prasie hobbystycznej końca XX wiekuDominika Staszenko-ChojnackaŁódź [Poland] Wydawnictwo Uniwersytetu Łódzkiego20211 online resource (1 p. 216)Uniwersytet Łódzki83-8220-619-0 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.Social sciencesFine Arts / Performing ArtsMedia studiesArtSocial InformaticsSocial sciences.Fine Arts / Performing ArtsMedia studiesArt.Social InformaticsStaszenko-Chojnacka Dominika1826659Central and Eastern European Online LibraryceeolceeolBOOK9910874763603321Narodziny medium. Gry wideo w polskiej prasie hobbystycznej końca XX wieku4394676UNINA