Mateusz Felczak
Dados Biográficos
| ID | 4970549 |
|---|---|
| NOME | Mateusz Felczak |
| PRENOMES | Mateusz |
| SOBRENOME | Felczak |
| ASSINATURA | FELCZAK M |
| AFILIAÇÕES | Uniwersytet SWPS |
| ORCID | 0000-0001-8042-6965 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 8 |
| TOTAL DE CITAÇÕES | 2 |
| TOTAL COMO AUTOR | 8 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2014 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 1 |
Mobile health cycling
Amateur cycling enthusiasts are increasingly engaged in digital media ecosystems that serve as mediating platforms for both indoor and outdoor cycling activities. The rationale for using particular solutions, technological affordances of the platforms and social media discourses all actively shape cycling narratives. This study critically examines practices associated with the Zwift and Strava platforms among a selected group of Eastern Europeans…
Systemic issues with narratives of identity
This paper aims to highlight structural issues concerning the conduct of esports media professionals and their work as social media influencers. The data selected for this study include footage from social media and digital streaming platforms, with spatial analysis serving as a primary theoretical scaffolding to support the paper’s rationale. The systemic nature of self-perpetuating circulation of contentious media-related content is observed th…
“Tedious by Design.” Institutionalized Labor of Content Creators in the Game as a Service Model
This study investigates the work of content creators in relation to developers and fans, focusing on digital platforms in a case study of the video game Path of Exile which functions in the game as a service (GaaS) model. The analysis was based on in-depth, semi-structured interviews with a diverse group of aspiring content creators and on the assessment of data extracted from distribution, streaming, and social digital platforms. The institution…
System, technologia i wernakularne innowacje. Piotr Sitarski, Maria B. Garda, Krzysztof Jajko, Nowe media w PRL, Wydawnictwo Uniwersytetu Łódzkiego, Łódź 2020, ss. 250
System, Technology and Vernacular Innovations. Piotr Sitarski, Maria B. Garda, Krzysztof Jajko, Nowe media w PRL, Wydawnictwo Uniwersytetu Łódzkiego, Łódź 2020, ss. 250. This review concerns New Media Behind the Iron Curtain: Cultural History of Video, Microcomputers and Satellite Television in Communist Poland (original title: New Media in Polish People’s Republic), a book co-authored by Piotr Sitarski, Maria B. Garda, and Krzysztof Jajko. The p…
Apokalipsa z odzysku. Problemy z cyberpunkiem w polskich grach wideo
C hoć gry wideo stanowiły jedną z ważnych inspira- cji dla narodzin cyberpunka 1 , to ukształtował się on przede wszystkim na
Audiosfery lochów, poetyki krajobrazu. Ślady estetyk romantyzmu w grach cRPG
The aim of this text is to discern and analyze aesthetic tropes in selected fantasy cRPG games in the areas of visual arts and music. The analysis is conducted in the context of American romanticism, especially Hudson River School of painting, and musical works belonging to the dungeon synth genre. Through the enumeration and close reading of the elements pertaining both gameplay and digital landscapes, it is argued that the specific type of rom…
Dyskursy pracy i zabawy w wysokobudżetowym segmencie gier wideo
Artykuł przedstawia metodę analizy dyskursów pracy i zabawy w wysokobudżetowych grach wideo na podstawie ujęcia fokalizacji w koncepcji Mieke Bal (2012) oraz narzędzi logiki operacyjnej wypracowanych przez Noaha Wardrip-Fruina (2012). Celem pracy jest zaproponowanie metody badawczej, która pozwoli na połączenie dociekań narratologicznych z krytyczną analizą strategii używanych w projektowaniu i dystrybucji cyfrowej gier. Główna teza artykułu opis…
Polityki pracy i zabawy w popkulturowym przemyśle sieciowych gier komputerowych
The article deals with the functioning of the on-line AAAgames in capitalist market circulation, with games understood as productssubject to trade exchange. The author analyzes the method of capitalizationof players’ productivity, such as the use of unpaid digital laborof fans, arguing that the game mechanics are often adjusted to the playbourparadigm. The mechanisms of modeling the reception and distributionof games are listed and described base…
Mobile health cycling
Amateur cycling enthusiasts are increasingly engaged in digital media ecosystems that serve as mediating platforms for both indoor and outdoor cycling activities. The rationale for using particular solutions, technological affordances of the platforms and social media discourses all actively shape cycling narratives. This study critically examines practices associated with the Zwift and Strava platforms among a selected group of Eastern Europeans…
Polityki pracy i zabawy w popkulturowym przemyśle sieciowych gier komputerowych
The article deals with the functioning of the on-line AAAgames in capitalist market circulation, with games understood as productssubject to trade exchange. The author analyzes the method of capitalizationof players’ productivity, such as the use of unpaid digital laborof fans, arguing that the game mechanics are often adjusted to the playbourparadigm. The mechanisms of modeling the reception and distributionof games are listed and described base…
Dyskursy pracy i zabawy w wysokobudżetowym segmencie gier wideo
Artykuł przedstawia metodę analizy dyskursów pracy i zabawy w wysokobudżetowych grach wideo na podstawie ujęcia fokalizacji w koncepcji Mieke Bal (2012) oraz narzędzi logiki operacyjnej wypracowanych przez Noaha Wardrip-Fruina (2012). Celem pracy jest zaproponowanie metody badawczej, która pozwoli na połączenie dociekań narratologicznych z krytyczną analizą strategii używanych w projektowaniu i dystrybucji cyfrowej gier. Główna teza artykułu opis…
Audiosfery lochów, poetyki krajobrazu. Ślady estetyk romantyzmu w grach cRPG
The aim of this text is to discern and analyze aesthetic tropes in selected fantasy cRPG games in the areas of visual arts and music. The analysis is conducted in the context of American romanticism, especially Hudson River School of painting, and musical works belonging to the dungeon synth genre. Through the enumeration and close reading of the elements pertaining both gameplay and digital landscapes, it is argued that the specific type of rom…
System, technologia i wernakularne innowacje. Piotr Sitarski, Maria B. Garda, Krzysztof Jajko, Nowe media w PRL, Wydawnictwo Uniwersytetu Łódzkiego, Łódź 2020, ss. 250
System, Technology and Vernacular Innovations. Piotr Sitarski, Maria B. Garda, Krzysztof Jajko, Nowe media w PRL, Wydawnictwo Uniwersytetu Łódzkiego, Łódź 2020, ss. 250. This review concerns New Media Behind the Iron Curtain: Cultural History of Video, Microcomputers and Satellite Television in Communist Poland (original title: New Media in Polish People’s Republic), a book co-authored by Piotr Sitarski, Maria B. Garda, and Krzysztof Jajko. The p…
Apokalipsa z odzysku. Problemy z cyberpunkiem w polskich grach wideo
C hoć gry wideo stanowiły jedną z ważnych inspira- cji dla narodzin cyberpunka 1 , to ukształtował się on przede wszystkim na
“Tedious by Design.” Institutionalized Labor of Content Creators in the Game as a Service Model
This study investigates the work of content creators in relation to developers and fans, focusing on digital platforms in a case study of the video game Path of Exile which functions in the game as a service (GaaS) model. The analysis was based on in-depth, semi-structured interviews with a diverse group of aspiring content creators and on the assessment of data extracted from distribution, streaming, and social digital platforms. The institution…
Systemic issues with narratives of identity
This paper aims to highlight structural issues concerning the conduct of esports media professionals and their work as social media influencers. The data selected for this study include footage from social media and digital streaming platforms, with spatial analysis serving as a primary theoretical scaffolding to support the paper’s rationale. The systemic nature of self-perpetuating circulation of contentious media-related content is observed th…
Mobile health cycling
Amateur cycling enthusiasts are increasingly engaged in digital media ecosystems that serve as mediating platforms for both indoor and outdoor cycling activities. The rationale for using particular solutions, technological affordances of the platforms and social media discourses all actively shape cycling narratives. This study critically examines practices associated with the Zwift and Strava platforms among a selected group of Eastern Europeans…
Digital Games and Media (5 obras) · Sociology (5 obras) · Art (4 obras) · Philosophy (4 obras) · Political science (4 obras) · Business (3 obras) · Computer Science (3 obras) · Art history (2 obras) · Economics (2 obras) · Education and Cultural Studies (2 obras)