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Mateusz Felczak

Dados Biográficos

ID4970549
NOMEMateusz Felczak
PRENOMESMateusz
SOBRENOMEFelczak
ASSINATURAFELCZAK M
AFILIAÇÕESUniwersytet SWPS
ORCID0000-0001-8042-6965
VERIFICADOSim
TOTAL DE OBRAS8
TOTAL DE CITAÇÕES2
TOTAL COMO AUTOR8
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO2014
ANO MAIS RECENTE DE PUBLICAÇÃO2026
ÍNDICE H1
  • Mobile health cycling

    Open Access•Mateusz Felczak, Mirosław Filiciak•ARTICLE•International Review for the…•2026•Citada por: 2•Referências: 27

    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

    Open Access•Mateusz Felczak•ARTICLE•Convergence The International…•2023

    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

    Open Access•Mateusz Felczak•ARTICLE•Przegląd Kulturoznawczy•2022

    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

    Open Access•Mateusz Felczak•ARTICLE•Przegląd Kulturoznawczy•2021

    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

    Open Access•Mateusz Felczak•ARTICLE•Teksty Drugie•2021

    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

    Open Access•Mateusz Felczak•ARTICLE•Panoptikum•2020

    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

    Open Access•Mateusz Felczak•ARTICLE•Teksty Drugie•2017

    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

    Open Access•Mateusz Felczak•ARTICLE•Praktyka Teoretyczna•2014

    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

    Open Access•Mateusz Felczak, Mirosław Filiciak•ARTICLE•International Review for the…•2026•Citada por: 2•Referências: 27

    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

    Open Access•Mateusz Felczak•ARTICLE•Praktyka Teoretyczna•2014

    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

    Open Access•Mateusz Felczak•ARTICLE•Teksty Drugie•2017

    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

    Open Access•Mateusz Felczak•ARTICLE•Panoptikum•2020

    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

    Open Access•Mateusz Felczak•ARTICLE•Przegląd Kulturoznawczy•2021

    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

    Open Access•Mateusz Felczak•ARTICLE•Teksty Drugie•2021

    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

    Open Access•Mateusz Felczak•ARTICLE•Przegląd Kulturoznawczy•2022

    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

    Open Access•Mateusz Felczak•ARTICLE•Convergence The International…•2023

    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

    Open Access•Mateusz Felczak, Mirosław Filiciak•ARTICLE•International Review for the…•2026•Citada por: 2•Referências: 27

    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)

Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae