Agata Waszkiewicz
Biographic Data
| ID | 773848 |
|---|---|
| NAME | Agata Waszkiewicz |
| GIVEN NAMES | Agata |
| FAMILY NAME | Waszkiewicz |
| SIGNATURE | WASZKIEWICZ A |
| AFFILIATIONS | John Paul II Catholic University of Lublin |
| ORCID | 0000-0002-2340-4812 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 10 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Video Game Preservation and Its Challenges
The exponential growth of the number of mostly digitally-stored video games highlights the need for effective preservation strategies to ensure its longevity and accessibility. Given the short lifespan of digital media, defining what should be archived remains a fundamental challenge for both individual curators and institutions such as archives, libraries, and museums. This article examines the unique obstacles faced by video game preservation i…
Rhyming Rudely
This article examines how games continue and represent the historical rituals of invective poetry exchanges. The article juxtaposes the analog, multiplayer card game Cards Against Humanity , known for its transgressive, profanity-based humor, with two single-player video games that present the invective poetry competition as (more or less) historically accurate activity. The former is argued to be a continuation of the same tradition that encompa…
Metagames
Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound t…
Narrative Refusals, Lacunae, and the Reference by Absence in Quantum Break Novelization
The goal of the article is to scrutinize the rather narrow and scarce group of video game novelizations. Acknowledging the particular and unique quality of video game narration that largely depends on the player, the article considers the challenges of adapting the interactivity of the gameplay onto the text and the specificities of the relationship between the novelization and the source text. Through the close reading of Cam Rogers’ novelizatio…
Avant-Garde is Dead? On Arrière-Garde and Digital Games
This article aims to approach the problem of avant-garde digital games by analyzing them as proof of avant-gardes’ vitality and/or their demise. First, it seeks to investigate the presence of avant-garde as a term within contemporary digital game discourses. Second, it focuses on the digital games somewhat inspired by works and practices of avant-gardes and tries to investigate how the presence of avant-gardes within contemporary games may also i…
From Abundance to Wastefulness
The Show, the Game, and the Old Gods
The recent decade brought increasing interest in metareferentiality in video games. The article builds upon the body of research regarding metaleptic transgression in games by discussing examples of specific occurrences in which a text or a character seemingly escapes from within the boundaries of their primary, fictional world in a way that resembles ontological metalepsis. Acknowledging that such transgression is impossible, the article propose…
Delicious Pixels
Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, …
Audiovisual Media Convergence and the Metareferential Strategies in "Layers of Fear 2"
There seems to be a certain agreement among game scholars that video games can be considered as inherently metareferential. The practices of emphasizing game’s “gameness” have the vast potential of creating the sense of rupture, Brechtian alienation or estrangement, and it can be obtained through a number of strategies. The article examines the typology of such methods presented by Matteo Bittanti (2007) which are expanded upon and applied to f…
Queerness of Hallyu 2.0
This paper discusses the visual encodings of non-normativities in the selected K-pop music videos and seeks to establish them within the aesthetic of gendered desirability that deviates from what is considered a social norm in South Korean culture. The first part presents a short history and current boundaries of Korean pop music and the construct of gender and its (inter)relation with sex and rhetoric of desire are discussed. The next section ma…
On Old-Fashioned Versus Modern Homonegativity Distinction
Psychological research on prejudice against homosexuals distinguishes between old-fashioned (traditional) and modern (contemporary) homonegativity, which differ with regard to their content, correlates, and consequences. The current research offers evidence for the validity of old-fashioned versus modern homonegativity distinction in the post-communist, East European context. In Studies 1 and 2 (Ns = 295 and 327, respectively) the Polish adaptati…
On Old-Fashioned Versus Modern Homonegativity Distinction
Psychological research on prejudice against homosexuals distinguishes between old-fashioned (traditional) and modern (contemporary) homonegativity, which differ with regard to their content, correlates, and consequences. The current research offers evidence for the validity of old-fashioned versus modern homonegativity distinction in the post-communist, East European context. In Studies 1 and 2 (Ns = 295 and 327, respectively) the Polish adaptati…
Rhyming Rudely
This article examines how games continue and represent the historical rituals of invective poetry exchanges. The article juxtaposes the analog, multiplayer card game Cards Against Humanity , known for its transgressive, profanity-based humor, with two single-player video games that present the invective poetry competition as (more or less) historically accurate activity. The former is argued to be a continuation of the same tradition that encompa…
The Show, the Game, and the Old Gods
The recent decade brought increasing interest in metareferentiality in video games. The article builds upon the body of research regarding metaleptic transgression in games by discussing examples of specific occurrences in which a text or a character seemingly escapes from within the boundaries of their primary, fictional world in a way that resembles ontological metalepsis. Acknowledging that such transgression is impossible, the article propose…
On Old-Fashioned Versus Modern Homonegativity Distinction
Psychological research on prejudice against homosexuals distinguishes between old-fashioned (traditional) and modern (contemporary) homonegativity, which differ with regard to their content, correlates, and consequences. The current research offers evidence for the validity of old-fashioned versus modern homonegativity distinction in the post-communist, East European context. In Studies 1 and 2 (Ns = 295 and 327, respectively) the Polish adaptati…
Audiovisual Media Convergence and the Metareferential Strategies in "Layers of Fear 2"
There seems to be a certain agreement among game scholars that video games can be considered as inherently metareferential. The practices of emphasizing game’s “gameness” have the vast potential of creating the sense of rupture, Brechtian alienation or estrangement, and it can be obtained through a number of strategies. The article examines the typology of such methods presented by Matteo Bittanti (2007) which are expanded upon and applied to f…
Queerness of Hallyu 2.0
This paper discusses the visual encodings of non-normativities in the selected K-pop music videos and seeks to establish them within the aesthetic of gendered desirability that deviates from what is considered a social norm in South Korean culture. The first part presents a short history and current boundaries of Korean pop music and the construct of gender and its (inter)relation with sex and rhetoric of desire are discussed. The next section ma…
Delicious Pixels
Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, …
Metagames
Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound t…
Narrative Refusals, Lacunae, and the Reference by Absence in Quantum Break Novelization
The goal of the article is to scrutinize the rather narrow and scarce group of video game novelizations. Acknowledging the particular and unique quality of video game narration that largely depends on the player, the article considers the challenges of adapting the interactivity of the gameplay onto the text and the specificities of the relationship between the novelization and the source text. Through the close reading of Cam Rogers’ novelizatio…
Avant-Garde is Dead? On Arrière-Garde and Digital Games
This article aims to approach the problem of avant-garde digital games by analyzing them as proof of avant-gardes’ vitality and/or their demise. First, it seeks to investigate the presence of avant-garde as a term within contemporary digital game discourses. Second, it focuses on the digital games somewhat inspired by works and practices of avant-gardes and tries to investigate how the presence of avant-gardes within contemporary games may also i…
From Abundance to Wastefulness
The Show, the Game, and the Old Gods
The recent decade brought increasing interest in metareferentiality in video games. The article builds upon the body of research regarding metaleptic transgression in games by discussing examples of specific occurrences in which a text or a character seemingly escapes from within the boundaries of their primary, fictional world in a way that resembles ontological metalepsis. Acknowledging that such transgression is impossible, the article propose…
Video Game Preservation and Its Challenges
The exponential growth of the number of mostly digitally-stored video games highlights the need for effective preservation strategies to ensure its longevity and accessibility. Given the short lifespan of digital media, defining what should be archived remains a fundamental challenge for both individual curators and institutions such as archives, libraries, and museums. This article examines the unique obstacles faced by video game preservation i…
Rhyming Rudely
This article examines how games continue and represent the historical rituals of invective poetry exchanges. The article juxtaposes the analog, multiplayer card game Cards Against Humanity , known for its transgressive, profanity-based humor, with two single-player video games that present the invective poetry competition as (more or less) historically accurate activity. The former is argued to be a continuation of the same tradition that encompa…
Computer Science (7 works) · Digital Games and Media (7 works) · Art (5 works) · Psychology (5 works) · Sociology (5 works) · Multimedia (4 works) · Video game (4 works) · Aesthetics (3 works) · Literature (3 works) · Social Psychology (3 works)