Replay. The Polish Journal of Game Studies <div style="text-align: justify;"> <p><em>Replay. The Polish Journal of Game Studies</em> is devoted to interdisciplinary study of games, gaming, and gamers. We publish original research results conducted from different perspectives, cultural, sociological, and philosophical among others, with a strong focus on the history of digital games. We wish to develop a common language digital games scholars could use independently from the perspectives they employ. For this reason, we also welcome papers concerning the typology of digital games and its corresponding terminology. The journal publishes papers both in Polish and English.</p> </div> en-US (Marcin M. Chojnacki) (Dominika Staszenko-Chojnacka) Fri, 22 Nov 2019 14:50:36 +0000 OJS 60 Gry jako moralne laboratorium. Gamifikacja dylematów moralnych bezzałogowych samochodów <p>The aim of this paper is to identify potential dangers and benefits of investigating moral intuitions about the autonomous vehicles (AVs), using gamified research tools. We argue that computer games facilitate constructing more ecologically valid experiments. Due to the increased validity, the experimental outcomes can represent the real-life mechanisms of decision-making more faithfully. Data extracted in this manner could be used in implementation of ‘moral modules’ in AVs built in the real world. In our paper we analyze selected experimental setups that use game-like elements and assess them in the light of current literature regarding the algorithmization of ethics and implementability of ethical frameworks in machines. We also show how this problem can be interpreted in an overarching conceptual scheme of Floridi’s ‘information ethics’.</p> Bartosz Maćkiewicz, Wojciech Mamak Copyright (c) 2018 Fri, 22 Nov 2019 12:38:56 +0000 PETSCII – A Character Set and a Creative Platform <p>PETSCII is the built-in character set used on 8-bit Commodore computers, such as the PET, C-64 and Plus/4. The character set and the BASIC environment provided an entry point to rudimentary graphic editing for a generation of hobbyists. Over the years PETSCII has been used for a variety of creative purposes: for example games, demos, telecommunications, videos, books and fine art have been created using the graphical symbols. Through the analysis of existing art works and our own hands-on project – a graphics editor – we dig deeper into the specific properties of the character set. In this article we show how the fixed symbols set the frame for what is possible and how, on the other hand, they provide grounds for creative experimentation, display of skill and recognizable styles.</p> Markku Reunanen, Tero Heikkinen, Anders Carlsson Copyright (c) 2018 Fri, 22 Nov 2019 13:19:42 +0000 Genologia lingwistyczna a badania nad komentarzem e-sportowym (problemy metodologiczne) <p>Video games are a crucial part of contemporary reality. Their popularity has contributed to the appearance of the esports scene, and thus to the emergence of a new media genre: the esports commentary. In this paper I apply Maria Wojtak’s method of genological research to analyze the esports commentary to the game sessions of Counter Strike: Global Offensive. In accordance with the author’s premises I examine four genre aspects. The first is structure, i.e., the delimitative framework as well as particular segments which make up the entire commentary. The next aspect, the pragmatic one, concerns the relationship between the addresser (commentator) and the addressee (Internet user). What is also needed is a description of the cognitive aspect, i.e., subject matter, valuation, and other elements of the genre’s lingual image of the world. The final aspect is the characteristic stylistic traits of the esports commentary, such as its colloquial nature, its emotionality, or its jargon vocabulary. The main conclusion of the paper is that it is suitable to adapt Maria Wojtak’s method to the research into esports commentary as a new media genre.</p> Martyna Rzeźnik Copyright (c) 2018 Fri, 22 Nov 2019 13:43:12 +0000