No. 1 (14) (2021)

ARTICLES

Adam Flamma
45-63
Borrowing, easter egg and centonization – the case of “The Witcher” series
https://doi.org/10.14746/HL.2021.14.3
PDF (Język Polski)
Marcin Mateusz Granat
66-81
Video games as a supportive tool in the therapeutic process
https://doi.org/10.14746/HL.2021.14.4
PDF
Arkadiusz Jabłoński
83-101
New deixis? New anaphora? New semantics? Language game and the obviousness of sex marking
https://doi.org/10.14746/HL.2021.14.5
PDF (Język Polski)
Paulina Kaźmierczak
103-116
Distanced play, i.e. adaptation of ludic tools in distance education
https://doi.org/10.14746/HL.2021.14.6
PDF (Język Polski)
Jagoda Kościelniak
117-131
The image of Nikola Tesla and his inventions in digital games
https://doi.org/10.14746/HL.2021.14.7
PDF (Język Polski)
Włodzimierz Lapis
133-150
On games and playing and their aspects in the Bible and in the Koran
https://doi.org/10.14746/HL.2021.14.8
PDF (Język Polski)
Paulina Miodońska, Andrzej Raczyk
151-165
Video game market in Poland
https://doi.org/10.14746/HL.2021.14.9
PDF (Język Polski)
Wojciech Sitek
167-184
Turn-of-the-century anxieties. Sanitarium and the recovery of American identity
https://doi.org/10.14746/HL.2021.14.10
PDF (Język Polski)
Jacek Szymala
185-206
Chess movies between ludology and visual history: An introduction. From Shakhmatnaya goryachka (1925) to The Queen’s Gambit (2020)
https://doi.org/10.14746/HL.2021.14.11
PDF (Język Polski)
Michał Szymański
207-239
Nordic culture and the gothic as commonplaces in virtual reality. Representation of historical style in selected examples of fantasy computer games
https://doi.org/10.14746/HL.2021.14.12
PDF (Język Polski)
Kamila Zielińska-Nowak
241-263
Board game in communication – definition problems
https://doi.org/10.14746/HL.2021.14.13
PDF (Język Polski)