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dc.contributor.authorMarkocki, Miłosz
dc.date.accessioned2016-03-01T11:25:17Z
dc.date.available2016-03-01T11:25:17Z
dc.date.issued2016
dc.identifier.isbn978-83-942923-1-7
dc.identifier.urihttps://depot.ceon.pl/handle/123456789/9043
dc.description.abstractOver the last few years, the popularity of zombies has been rising in both popular cul-ture and mass media—the living dead have spread from cinemas to TV series and nov-els as well as computer and video games. In the 2000s alone more than eighty games referring to zombies either in the title or in the content were published. Since zombies have become so common in the game industry, game developers strive to make their games different from others, so that their title does not end up as “just another zombie game.” In order to remain recognisable and to be readily associated with the threat that zombies create, game developers cannot change the representation of the zombie in any significant manner. Thus they reach for originality and innovation in their games—not in the character of the zombie itself, but in the depiction of its origins. In the case of the living dead, most variations do not come from the physical appearance or behaviour of zombies but from the reasons for which they came to be: what caused the gameworld to be full of mindless and tenacious creatures that are thirsty for the blood and flesh of the living humans? Miłosz Markocki’s goal in the chapter Not Every Zombie Rises from Its Grave: On Different Origins of Zombies in Video and Computer Games is to present a number of general patterns used by game developers to explain the origins of the zombies in gameworlds, as well as to present more inter-esting variations of these schemas and hybrid variants. Comparing various types of zombie origins presented in games, the diversity of paths taken by game developers is depicted—even though they all have the same goal that is establishing the character of the zombie in the gameworld.en
dc.language.isoplpl_PL
dc.publisherOśrodek Badawczy Facta Fictapl_PL
dc.rightsCreative Commons Uznanie autorstwa 3.0 Polska
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/pl/legalcode
dc.subjectvoodooizmpl_PL
dc.subjectproszek zombiepl_PL
dc.subjectbokorpl_PL
dc.subjectHaitipl_PL
dc.subjectvoodoopl_PL
dc.subjectpunkpl_PL
dc.subjectsubwersywnośćpl_PL
dc.subjectsubwersjapl_PL
dc.subjectdystopiepl_PL
dc.subjectdystopiapl_PL
dc.subjectnarracje zombie-centrycznepl_PL
dc.subjectnarracja zombie-centrycznapl_PL
dc.subjectkonsumpcjonizmpl_PL
dc.subjectkrytyka kapitalizmupl_PL
dc.subjectekokrytykapl_PL
dc.subjectkrytyka politycznapl_PL
dc.subjectkrytyka neoliberalizmupl_PL
dc.subjectneoliberalizmpl_PL
dc.subjectkapitalizmpl_PL
dc.subjectnieumarłypl_PL
dc.subjectnarracja postapokaliptycznapl_PL
dc.subjectpostapokalipsapl_PL
dc.subjectpostapopl_PL
dc.subjectżywe trupypl_PL
dc.subjecthistoria zombiepl_PL
dc.subjectfilozofia zombiepl_PL
dc.subjectzombiezmpl_PL
dc.subjectzombifikacjapl_PL
dc.subjectniesamowitepl_PL
dc.subjectgrozapl_PL
dc.subjecthorrorpl_PL
dc.subjectfantastykapl_PL
dc.subjectpopkulturapl_PL
dc.subjectponowoczesnośćpl_PL
dc.subjectzombiepl_PL
dc.subjectOśrodek Badawczy Facta Fictapl_PL
dc.subjectPerspektywy Ponowoczesnościpl_PL
dc.titleNie każdy zombie wychodzi z grobu: różne genezy zombie w grach komputerowych i wideopl_PL
dc.typeinfo:eu-repo/semantics/bookPartpl_PL
dc.contributor.organizationUniwersytet Mikołaja Kopernika w Toruniupl_PL
dc.description.epersonOśrodek Badawczy Facta Ficta
dc.rights.DELETETHISFIELDinfo:eu-repo/semantics/openAccess


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Creative Commons Uznanie autorstwa 3.0 Polska
Except where otherwise noted, this item's license is described as Creative Commons Uznanie autorstwa 3.0 Polska