Vol. 13 No. 1 (2025)

					View Vol. 13 No. 1 (2025)
Published: 2025-12-30

Full Issue

Articles

  • Post-Digitality in Contemporary Polish Video Games: An Outline of Issues

    Radosław Bomba
    7-29
    DOI: https://doi.org/10.18778/2391-8551.13.01
  • The Space of Discomfort as a Tool of Affective Management: The Case of the Pokémon Brand

    Daniel Zdrodowski, Renata Włoch
    31-51
    DOI: https://doi.org/10.18778/2391-8551.13.02
  • Reaganoludography: The 1980s Japanese Digital Games in the Service of the United States

    Filip Jankowski
    53-66
    DOI: https://doi.org/10.18778/2391-8551.13.03
  • Graphical User Interfaces (GUIs) as Assessed by Future Computer Game Designers and Users

    Aleksandra Giełdoń - Paszek
    67-85
    DOI: https://doi.org/10.18778/2391-8551.13.04
  • Reception of Intertextuality and Cultural References in The Witcher 3: An Analysis of Player Typologies and Cultural Competence

    Dawid Kobylański
    87-104
    DOI: https://doi.org/10.18778/2391-8551.13.05
  • Putting the “Pocket” in Pocket Monsters: The Game Boy’s Technical and Ludic Impacts on Pokémon Red and Blue

    Gregory Blomquist
    105-120
    DOI: https://doi.org/10.18778/2391-8551.13.06