-
How Gandhi Went to Nuclear : Potentiality of the Archiverse in "Civilization VI"s. 7 - 22CZYSTY TEKST
Jakub Alejski, Elżbieta Kowalska, How Gandhi Went to Nuclear : Potentiality of the Archiverse in "Civilization VI" , Studia Humanistyczne AGH, 2021 / Tom 20 / Numer 2, s. 7 - 22
BIBTEX@Article{ authors = " Jakub Alejski, Elżbieta Kowalska", title = "How Gandhi Went to Nuclear : Potentiality of the Archiverse in "Civilization VI" ", journal = "Studia Humanistyczne AGH", issue = "2021 / Tom 20 / Numer 2", pages = "7 - 22" }
-
Lost Worlds of "Andromeda"s. 23 - 40CZYSTY TEKST
Magdalena Kozyra, Tomasz Z. Majkowski, Lost Worlds of "Andromeda" , Studia Humanistyczne AGH, 2021 / Tom 20 / Numer 2, s. 23 - 40
BIBTEX@Article{ authors = " Magdalena Kozyra, Tomasz Z. Majkowski", title = "Lost Worlds of "Andromeda" ", journal = "Studia Humanistyczne AGH", issue = "2021 / Tom 20 / Numer 2", pages = "23 - 40" }
-
Games in Frames : Between Comics and Videogamess. 41 - 56CZYSTY TEKST
Matylda Sęk-Iwanek, Games in Frames : Between Comics and Videogames , Studia Humanistyczne AGH, 2021 / Tom 20 / Numer 2, s. 41 - 56
BIBTEX@Article{ authors = " Matylda Sęk-Iwanek", title = "Games in Frames : Between Comics and Videogames ", journal = "Studia Humanistyczne AGH", issue = "2021 / Tom 20 / Numer 2", pages = "41 - 56" }
-
"If the Dog Dies, I Quit" : "Blair Witch" and the Problems of Contemporary Psychological Horror Gamess. 57 - 70CZYSTY TEKST
Katarzyna Marak, "If the Dog Dies, I Quit" : "Blair Witch" and the Problems of Contemporary Psychological Horror Games , Studia Humanistyczne AGH, 2021 / Tom 20 / Numer 2, s. 57 - 70
BIBTEX@Article{ authors = " Katarzyna Marak", title = ""If the Dog Dies, I Quit" : "Blair Witch" and the Problems of Contemporary Psychological Horror Games ", journal = "Studia Humanistyczne AGH", issue = "2021 / Tom 20 / Numer 2", pages = "57 - 70" }
-
Reactive Games as an Example of Extensive Use of Evocative Narrative Elements in Digital Games : The Case of "Dwarf Fortress" and "Rimworld"s. 71 - 83CZYSTY TEKST
Miłosz Matkocki, Reactive Games as an Example of Extensive Use of Evocative Narrative Elements in Digital Games : The Case of "Dwarf Fortress" and "Rimworld" , Studia Humanistyczne AGH, 2021 / Tom 20 / Numer 2, s. 71 - 83
BIBTEX@Article{ authors = " Miłosz Matkocki", title = "Reactive Games as an Example of Extensive Use of Evocative Narrative Elements in Digital Games : The Case of "Dwarf Fortress" and "Rimworld" ", journal = "Studia Humanistyczne AGH", issue = "2021 / Tom 20 / Numer 2", pages = "71 - 83" }
-
The Future, the Crisis and the Future of "Replay Story"s. 85 - 95CZYSTY TEKST
Eleonora Teresa Imbierowicz, The Future, the Crisis and the Future of "Replay Story", Studia Humanistyczne AGH, 2021 / Tom 20 / Numer 2, s. 85 - 95
BIBTEX@Article{ authors = " Eleonora Teresa Imbierowicz", title = "The Future, the Crisis and the Future of "Replay Story"", journal = "Studia Humanistyczne AGH", issue = "2021 / Tom 20 / Numer 2", pages = "85 - 95" }