Michał Mochocki
Biographic Data
| ID | 934450 |
|---|---|
| NAME | Michał Mochocki |
| GIVEN NAMES | Michał |
| FAMILY NAME | Mochocki |
| SIGNATURE | MOCHOCKI M |
| AFFILIATIONS | Kazimierz Wielki University in Bydgoszcz |
| ORCID | 0000-0001-5679-9219 |
| VERIFIED | Yes |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 12 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Konsulting historyczny gier analogowych w Polsce i w kontekście
Jest to czwarty z serii artykułów powstałych w projekcie Konsulting historyczny gier Polskiego Towarzystwa Badania Gier, realizowanego w ramach grantu z CRPK. Traktuje o praktykach i typowych umiejętnościach konsultantów historycznych przy grach analogowych, szczególnie planszowych. Pierwsza połowa tekstu to przegląd stanu wiedzy o historycznym konsultingu gier niecyfrowych na rynku międzynarodowym według informacji dostępnych w (raczej nieliczny…
Historical consultants in the CEE video game industry. Part 1
This is the second paper from the Historical Consultancy for Games project run by Games Research Association of Poland with grant funding from Centre for the Development of Creative Industries in Poland. It is based on an online survey among 16 professionals, who worked on video games either as historical consultants, or as developers who collaborated with historical consultants. Due to the regional focus on Central and Eastern Europe, the survey…
Historical consultants in the CEE video game industry. Part 2
This is the third paper from the Historical Consultancy for Games project run by Games Research Association of Poland with grant funding from Centre for the Development of Creative Industries in Poland. It is based on an online survey among 16 professionals, who worked on video games either as historical consultants, or as developers who collaborated with such consultants. Due to the regional focus on Central and Eastern Europe, the survey includ…
Historical consulting for digital games
This is the first paper from the Historical Consultancy for Games project run by Games Research Association of Poland with grant funding from Centre for the Development of Creative Industries in Poland. In the first section, the paper conducts an overview of historical game consulting and relevant research from the early stage – up to 2015. Then, it comments on the current state of affairs in the 2020s, as can be assessed on the basis of (sparse)…
Central and Eastern European Histories and Heritages in Video Games
"This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games – from postcolonialism to …
Methods and tools for game writing and narrative design in professional books from 2019 to 2022
The paper is a review of methods and tools of game writers and narrative designers in video games, as they are presented in nine book- length professional manuals published in 2019–2022. We catalogue the methods in eight areas: characters, world-building, plot structures, dialogues, narrative techniques, integration of story with gameplay, writing and editing, and production and work organisation. We also list software recommended for specific pu…
Polish History up to 1795 in Polish Games and Game Studies
Situated within historical and regional (CEE) game studies, this article is an overview of games made in Poland after 1989 about Polish history up to the eighteenth century. It also outlines research made on those games, and it comments on changing cultural and political factors shaping the development of Polish history/heritage-themed games over the last three decades. We group the games in thematic-chronological categories: early medieval Slavi…
Heritage, Memory and Identity in Postcolonial Board Games
"Heritage, Memory and Identity in Postcolonial Board Games is a unique edited collection that explores the interplay of heritage, memory, identity and history within postcolonial board games and their surrounding paratexts. It also examines critiques of these games within the gamer communities and beyond. Drawing on a range of international contributions, examples and case studies, this book shows how colonialism-themed games work as representati…
Role-play as a Heritage Practice
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. St…
Heritage Sites and Video Games
Can video games afford authentic heritage experiences, comparable to physical visits to a heritage site? How is authenticity of historical settings related to the player’s immersion? This article explores these questions by looking at the notions of experience and authenticity in tourism/heritage studies and the experience economy and mapping them onto the layers of game immersion. As both video games and site visitation are user-centred designed…
Rhetorics and mechanics of player safety in the Nordic-American larp discourse
This paper investigates the evolution of larp safety in the NordicAmerican larp community in the last decade, tracing the correlation between safety rhetorics (opinions, arguments, and policies) and mechanics (explicit rules regulating player interactions). It appears that up to around 2010 there was a general acceptance of risk, with a significant share of responsibility for risk identification and harm prevention put on the player. This correla…
Polska a nordycka larpologia stosowana 2010-2016
Artykuł dokonuje analizy polskiej myśli “larpologicznej”, widzianej przez pryzmat zredagowanych publikacji wydanych drukiem jako książki lub czasopisma w latach 2010-2016, w porównaniu z analogicznymi publikacjami anglojęzycznymi z krajów nordyckich. Z analizy wyłania się podział na trzy etapy: 2010-2011: Dążenie do ogólnopolskiej współpracy między lokalnymi grupami larpowymi, połączone z pewnym kompleksem niższości wobec sceny nordyckiej i z pró…
Polish History up to 1795 in Polish Games and Game Studies
Situated within historical and regional (CEE) game studies, this article is an overview of games made in Poland after 1989 about Polish history up to the eighteenth century. It also outlines research made on those games, and it comments on changing cultural and political factors shaping the development of Polish history/heritage-themed games over the last three decades. We group the games in thematic-chronological categories: early medieval Slavi…
Polska a nordycka larpologia stosowana 2010-2016
Artykuł dokonuje analizy polskiej myśli “larpologicznej”, widzianej przez pryzmat zredagowanych publikacji wydanych drukiem jako książki lub czasopisma w latach 2010-2016, w porównaniu z analogicznymi publikacjami anglojęzycznymi z krajów nordyckich. Z analizy wyłania się podział na trzy etapy: 2010-2011: Dążenie do ogólnopolskiej współpracy między lokalnymi grupami larpowymi, połączone z pewnym kompleksem niższości wobec sceny nordyckiej i z pró…
Rhetorics and mechanics of player safety in the Nordic-American larp discourse
This paper investigates the evolution of larp safety in the NordicAmerican larp community in the last decade, tracing the correlation between safety rhetorics (opinions, arguments, and policies) and mechanics (explicit rules regulating player interactions). It appears that up to around 2010 there was a general acceptance of risk, with a significant share of responsibility for risk identification and harm prevention put on the player. This correla…
Role-play as a Heritage Practice
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. St…
Heritage Sites and Video Games
Can video games afford authentic heritage experiences, comparable to physical visits to a heritage site? How is authenticity of historical settings related to the player’s immersion? This article explores these questions by looking at the notions of experience and authenticity in tourism/heritage studies and the experience economy and mapping them onto the layers of game immersion. As both video games and site visitation are user-centred designed…
Heritage, Memory and Identity in Postcolonial Board Games
"Heritage, Memory and Identity in Postcolonial Board Games is a unique edited collection that explores the interplay of heritage, memory, identity and history within postcolonial board games and their surrounding paratexts. It also examines critiques of these games within the gamer communities and beyond. Drawing on a range of international contributions, examples and case studies, this book shows how colonialism-themed games work as representati…
Central and Eastern European Histories and Heritages in Video Games
"This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games – from postcolonialism to …
Methods and tools for game writing and narrative design in professional books from 2019 to 2022
The paper is a review of methods and tools of game writers and narrative designers in video games, as they are presented in nine book- length professional manuals published in 2019–2022. We catalogue the methods in eight areas: characters, world-building, plot structures, dialogues, narrative techniques, integration of story with gameplay, writing and editing, and production and work organisation. We also list software recommended for specific pu…
Polish History up to 1795 in Polish Games and Game Studies
Situated within historical and regional (CEE) game studies, this article is an overview of games made in Poland after 1989 about Polish history up to the eighteenth century. It also outlines research made on those games, and it comments on changing cultural and political factors shaping the development of Polish history/heritage-themed games over the last three decades. We group the games in thematic-chronological categories: early medieval Slavi…
Konsulting historyczny gier analogowych w Polsce i w kontekście
Jest to czwarty z serii artykułów powstałych w projekcie Konsulting historyczny gier Polskiego Towarzystwa Badania Gier, realizowanego w ramach grantu z CRPK. Traktuje o praktykach i typowych umiejętnościach konsultantów historycznych przy grach analogowych, szczególnie planszowych. Pierwsza połowa tekstu to przegląd stanu wiedzy o historycznym konsultingu gier niecyfrowych na rynku międzynarodowym według informacji dostępnych w (raczej nieliczny…
Historical consultants in the CEE video game industry. Part 1
This is the second paper from the Historical Consultancy for Games project run by Games Research Association of Poland with grant funding from Centre for the Development of Creative Industries in Poland. It is based on an online survey among 16 professionals, who worked on video games either as historical consultants, or as developers who collaborated with historical consultants. Due to the regional focus on Central and Eastern Europe, the survey…
Historical consultants in the CEE video game industry. Part 2
This is the third paper from the Historical Consultancy for Games project run by Games Research Association of Poland with grant funding from Centre for the Development of Creative Industries in Poland. It is based on an online survey among 16 professionals, who worked on video games either as historical consultants, or as developers who collaborated with such consultants. Due to the regional focus on Central and Eastern Europe, the survey includ…
Historical consulting for digital games
This is the first paper from the Historical Consultancy for Games project run by Games Research Association of Poland with grant funding from Centre for the Development of Creative Industries in Poland. In the first section, the paper conducts an overview of historical game consulting and relevant research from the early stage – up to 2015. Then, it comments on the current state of affairs in the 2020s, as can be assessed on the basis of (sparse)…
Digital Games and Media (6 works) · Computer Science (5 works) · Multimedia (5 works) · Art (4 works) · History (4 works) · Psychology (4 works) · Sociology (4 works) · Video game (4 works) · Digital and Traditional Archives Management (3 works) · Aesthetics (2 works)