Abstract
The article addresses the issue of the gamer-tourist. The author discusses it from the perspective of a specific reception attitude, consisting in transferring behaviours and expectations typical of virtual tourism to gameplay. The article also takes a closer look at the issue of guides targeted at gamers, specific paratexts that can shape the user experience by formatting the vision of gameplay.
Publisher
Adam Mickiewicz University Poznan
Subject
Visual Arts and Performing Arts,Communication,Cultural Studies
Reference32 articles.
1. Aarseth E., Cybertekst. Spojrzenia na literaturę ergodyczną, przeł. M. Pisarski, P. Schreiber, D. Sikora, M. Tabaczyński, Kraków – Bydgoszcz 2014
2. Ballagas R., Kuntze A., Walz S.P., Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists, [w:] Pervasive Computing, red. J. Indulska, D.J. Patterson, T. Rodden, Heidelberg 2008, s. 244–261
3. Banaszkiewicz M., Duda A., To be a S.T.A.L.K.E.R. On architecture, computer games and tourist experience in the Chernobyl Exclusion Zone, [w:] Tourism Fictions, Simulacra and Virtualities, red. M. Gravari-Barbas, N. Graburn, J.-F. Staszak, London 2019, s. 197–210
4. Bartle R., Gracze, którzy pasują do MUD-ów, przeł. P. Zająkała, [w:] Światy z pikseli. Antologia studiów nad grami komputerowymi, wybór i koncepcja M. Filiciak, Warszawa 2010, s. 363–408
5. Consalvo M., Cheating. Gaining Advantage in Videogames, Cambridge – London 2007