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Vol. 13 No. 1 (2025)
Vol. 13 No. 1 (2025)
Published:
2025-12-30
Full Issue
PDF (Polish)
Articles
Post-Digitality in Contemporary Polish Video Games: An Outline of Issues
Radosław Bomba
7-29
PDF (Polish)
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
PDF (Polish)
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
PDF
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
PDF (Polish)
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
PDF (Polish)
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
PDF
DOI:
https://doi.org/10.18778/2391-8551.13.06
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