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Tanya Krzywinska

Biographic Data

ID660106
NAMETanya Krzywinska
GIVEN NAMESTanya
FAMILY NAMEKrzywinska
SIGNATUREKRZYWINSKA T
AFFILIATIONSBrunel University of London
ORCID0000-0002-0744-4144
VERIFIEDYes
TOTAL WORKS8
TOTAL CITATIONS19
AUTHOR COUNT8
EDITOR COUNT0
FIRST PUBLICATION YEAR2006
LATEST PUBLICATION YEAR2025
H-INDEX3
  • Coziness in Games

    Open Access•Tanya Krzywinska, Douglas Brown et al.•ARTICLE•Games and Culture•2025•Cited by: 1•References: 6

    The “Cozy” game has gained traction as a concept in contemporary game culture as a set of formal generic features. While we examine the way that Cozy Games are often now defined as a genre, we demonstrate that “coziness in games” has widespread formal and engagement functions and can be experienced in a whole range of games, not simply those defined by the Cozy genre. In focusing on the player–text relationship, and in using a literary model, we …

  • Typologies and Features of Play in Mobile Games for Mental Wellbeing

    Open Access•Emma Reay, M Ma et al.•ARTICLE•Simulation & Gaming•2023

    Background The smartphone market is saturated with apps and games purporting to promote mental wellness. There has been a significant number of studies assessing the impact of these digital interventions. Motivation The majority of review papers solely focussed on the impact of strict rules and award systems of the apps. There is comparatively little attention paid to other game techniques designed to encourage creativity, a lusory attitude, and …

  • Gaming Horror’s Horror

    Open Access•Tanya Krzywinska•ARTICLE•Journal of Visual Culture•2015

    This position article outlines a personal perspective on the way that Horror games create affect in a complex play between representation and performance and that, in some cases, operate against the usual Vitruvian coordinates of games that are used in order to work with the types of affect associated with pleasure, agency and assuredness. The author argues that against the usual informative pleasures of self-affirmation and a clockwork universe,…

  • Transmedial Aesthetics

    Open Access•Tanya Krzywinska•CHAPTER•2012

    Videogames may offer new ways of telling stories and engaging players by virtue of their interactive characteristics, but do they offer any differences from cinema in terms of content and representation? While videogames are formally distinctive, this chapter shows that, to a lesser or greater degree, they nonetheless draw on vocabularies developed within cinema. Through an examination of Final Fantasy XII , as well as with reference to a range o…

  • Tomb Raiders and Space Invaders

    Geoff King, Tanya Krzywinska•BOOK•Tomb Raiders and Space Invaders•2006

    The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from “Doom” to “EverQuest”. Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as “Tomb Raider” or…

  • Guest Editors' Introduction

    Open Access•Tanya Krzywinska, Henry Lowood•ARTICLE•Games and Culture•2006•Cited by: 3

  • Blood Scythes, Festivals, Quests, and Backstories

    Open Access•Tanya Krzywinska•ARTICLE•Games and Culture•2006•Cited by: 11•References: 1

    One of the pleasures of playing in the "World" of Warcraft is becoming part of its pervasive mythology. This article argues that to understand the game's formal, aesthetic, and structural specificity, its pleasures and potential meanings, it is essential to investigate how the mythic functions. The author shows that the mythic plays a primary role in making a consistent fantasy world in terms of game play, morality, culture, time, and environment…

  • The Pleasures and Dangers of the Game

    Open Access•Tanya Krzywinska•ARTICLE•Games and Culture•2006•Cited by: 4

    What are the pleasures and the dangers of theway that the study of digital games has crystallized over the past 3 years? The author argues here that a pluralistic approach is required if the full complexity of games is to be addressed and analyzed, and as such, textual approaches to the analysis games should not be dismissed no matter what the particular focus of attention. To understand a game's design, the way it seeks to shape the player's exp…

  • Blood Scythes, Festivals, Quests, and Backstories

    Open Access•Tanya Krzywinska•ARTICLE•Games and Culture•2006•Cited by: 11•References: 1

    One of the pleasures of playing in the "World" of Warcraft is becoming part of its pervasive mythology. This article argues that to understand the game's formal, aesthetic, and structural specificity, its pleasures and potential meanings, it is essential to investigate how the mythic functions. The author shows that the mythic plays a primary role in making a consistent fantasy world in terms of game play, morality, culture, time, and environment…

  • The Pleasures and Dangers of the Game

    Open Access•Tanya Krzywinska•ARTICLE•Games and Culture•2006•Cited by: 4

    What are the pleasures and the dangers of theway that the study of digital games has crystallized over the past 3 years? The author argues here that a pluralistic approach is required if the full complexity of games is to be addressed and analyzed, and as such, textual approaches to the analysis games should not be dismissed no matter what the particular focus of attention. To understand a game's design, the way it seeks to shape the player's exp…

  • Guest Editors' Introduction

    Open Access•Tanya Krzywinska, Henry Lowood•ARTICLE•Games and Culture•2006•Cited by: 3

  • Coziness in Games

    Open Access•Tanya Krzywinska, Douglas Brown et al.•ARTICLE•Games and Culture•2025•Cited by: 1•References: 6

    The “Cozy” game has gained traction as a concept in contemporary game culture as a set of formal generic features. While we examine the way that Cozy Games are often now defined as a genre, we demonstrate that “coziness in games” has widespread formal and engagement functions and can be experienced in a whole range of games, not simply those defined by the Cozy genre. In focusing on the player–text relationship, and in using a literary model, we …

  • Tomb Raiders and Space Invaders

    Geoff King, Tanya Krzywinska•BOOK•Tomb Raiders and Space Invaders•2006

    The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from “Doom” to “EverQuest”. Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as “Tomb Raider” or…

  • Guest Editors' Introduction

    Open Access•Tanya Krzywinska, Henry Lowood•ARTICLE•Games and Culture•2006•Cited by: 3

  • Blood Scythes, Festivals, Quests, and Backstories

    Open Access•Tanya Krzywinska•ARTICLE•Games and Culture•2006•Cited by: 11•References: 1

    One of the pleasures of playing in the "World" of Warcraft is becoming part of its pervasive mythology. This article argues that to understand the game's formal, aesthetic, and structural specificity, its pleasures and potential meanings, it is essential to investigate how the mythic functions. The author shows that the mythic plays a primary role in making a consistent fantasy world in terms of game play, morality, culture, time, and environment…

  • The Pleasures and Dangers of the Game

    Open Access•Tanya Krzywinska•ARTICLE•Games and Culture•2006•Cited by: 4

    What are the pleasures and the dangers of theway that the study of digital games has crystallized over the past 3 years? The author argues here that a pluralistic approach is required if the full complexity of games is to be addressed and analyzed, and as such, textual approaches to the analysis games should not be dismissed no matter what the particular focus of attention. To understand a game's design, the way it seeks to shape the player's exp…

  • Transmedial Aesthetics

    Open Access•Tanya Krzywinska•CHAPTER•2012

    Videogames may offer new ways of telling stories and engaging players by virtue of their interactive characteristics, but do they offer any differences from cinema in terms of content and representation? While videogames are formally distinctive, this chapter shows that, to a lesser or greater degree, they nonetheless draw on vocabularies developed within cinema. Through an examination of Final Fantasy XII , as well as with reference to a range o…

  • Gaming Horror’s Horror

    Open Access•Tanya Krzywinska•ARTICLE•Journal of Visual Culture•2015

    This position article outlines a personal perspective on the way that Horror games create affect in a complex play between representation and performance and that, in some cases, operate against the usual Vitruvian coordinates of games that are used in order to work with the types of affect associated with pleasure, agency and assuredness. The author argues that against the usual informative pleasures of self-affirmation and a clockwork universe,…

  • Typologies and Features of Play in Mobile Games for Mental Wellbeing

    Open Access•Emma Reay, M Ma et al.•ARTICLE•Simulation & Gaming•2023

    Background The smartphone market is saturated with apps and games purporting to promote mental wellness. There has been a significant number of studies assessing the impact of these digital interventions. Motivation The majority of review papers solely focussed on the impact of strict rules and award systems of the apps. There is comparatively little attention paid to other game techniques designed to encourage creativity, a lusory attitude, and …

  • Coziness in Games

    Open Access•Tanya Krzywinska, Douglas Brown et al.•ARTICLE•Games and Culture•2025•Cited by: 1•References: 6

    The “Cozy” game has gained traction as a concept in contemporary game culture as a set of formal generic features. While we examine the way that Cozy Games are often now defined as a genre, we demonstrate that “coziness in games” has widespread formal and engagement functions and can be experienced in a whole range of games, not simply those defined by the Cozy genre. In focusing on the player–text relationship, and in using a literary model, we …

Digital Games and Media (6 works) · Aesthetics (5 works) · Art (5 works) · Sociology (5 works) · Epistemology (4 works) · Philosophy (4 works) · Psychology (4 works) · Social Psychology (4 works) · Artificial Intelligence in Games (3 works) · Computer Science (3 works)

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