LEADER 03122aam 2200421 n 450 001 9910874763603321 005 20250618102223 010 $a83-8220-620-4 035 $a(CKB)4900000001455261 035 $a(ceeol)ceeol1021839 035 $a(CEEOL)1021839 035 $a(EXLCZ)994900000001455261 100 $a20252218d2021 ||l | 101 0 $apol 200 1 $aNarodziny medium. Gry wideo w polskiej prasie hobbystycznej ko?ca XX wieku$fDominika Staszenko-Chojnacka 210 $a?ód? [Poland] $cWydawnictwo Uniwersytetu ?ódzkiego$d2021 215 $a1 online resource (1 p. 216) 225 $aUniwersytet ?ódzki 311 08$a83-8220-619-0 330 $aThis 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. 606 $aSocial sciences 606 $aFine Arts / Performing Arts 606 $aMedia studies 606 $aArt 606 $aSocial Informatics 615 0$aSocial sciences. 615 0$aFine Arts / Performing Arts 615 0$aMedia studies 615 0$aArt. 615 0$aSocial Informatics 700 $aStaszenko-Chojnacka$b Dominika$01826659 712 02$aCentral and Eastern European Online Library 801 0$bceeol 801 1$bceeol 906 $aBOOK 912 $a9910874763603321 996 $aNarodziny medium. Gry wideo w polskiej prasie hobbystycznej ko?ca XX wieku$94394676 997 $aUNINA