About
134
Publications
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Introduction
I am a media studies and game studies scholar and an Associate Professor at the Faculty of Cultural Studies, Kazimierz Wielki University in Bydgoszcz, Poland. My research interests include internet studies, video games, esports, and digital culture.
Additional affiliations
October 2019 - present
October 2006 - September 2007
Wyższa Szkoła Humanistyczno-Ekonomiczna
Position
- Lecturer
October 2006 - October 2010
Education
September 2019 - September 2019
October 2007 - September 2011
October 2001 - September 2006
Publications
Publications (134)
Dominant discourses on the darknet present it either as a dangerous space with flourishing crime or a place for civic action and political activism. However, these depictions have been challenged in online popular culture, particularly in memes. By utilizing the concepts of double articulation of media and cultural imaginaries, this article reveals...
Cyberpunk 2077 's negative reception stood in striking contrast to the pre-release hype around the video game built by the producer's marketing campaign and the gaming press. This study examines a selection of gaming websites, to consider their pre-release Cyberpunk 2077 coverage and the discrepancies between these early reports and the released ga...
The article uses the concept of online self-disclosure and examines whether TikTok videos reveal information similar to what is reported in existing research on social media within this field. In addition, the study aims to identify the creators’ motivations and the meanings they attribute to disclosing cancer and asks whether this disclosure chall...
The darknet or illicit online drug trade has expanded significantly in recent years. Vendors’ marketing communication strategies remain underexplored, however, as researchers focus on well-identified methods such as product quality, delivery times, or stealth shipping techniques. This study aims to show the multifaceted nature of sellers’ marketing...
This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games.
The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports no...
This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games.
The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports no...
This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games.
The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports n...
At the HICSS-56 held in 2023, cybercrime was introduced as a multidisciplinary study area. Following a series of informative presentations, the Cybercrime minitrack returns in 2024 for HICSS-57, featuring a wealth of high-caliber research. In response to the call for papers, nine manuscripts from various disciplines were submitted and subjected to...
Esports research is a burgeoning field, relatively new but growing rapidly, encompassing a wide range of interdisciplinary perspectives. For HICSS-57, we actively sought high-quality research, inclusive of different methodologies, that examines diverse aspects of esports. We received fifteen manuscripts across various disciplines and selected five...
Horror entertainment continues to change, with horror games being another step in this evolution after literature and movies. The paper characterizes how the cooperative mode of Dark Pictures Anthology games influences the horror experience of players. The Anthology has been analyzed via a close reading of selected Let’s Play videos, with 42 comple...
Researchers often use traditional sports' theoretical frameworks to evaluate esports' 'genuineness'. Therefore, this article shows how esports is assessed by traditional sports and esports journalists and how this is important for esports research. We conducted semi-structured in-depth interviews (n = 15) with the journalists representing top-tier...
Nie chcę przesądzać, czy rzeczywiście system recenzencki obniża wydajność naukową. Interesuje mnie poczucie wielu, że z recenzjami "coś jest nie tak", skoro wiele osób ma przykre doświadczenia. Bazując na tym, proponuję refleksję nad możliwymi drogami usprawnienia systemu i związanymi z tymi zagrożeniami i szansami.
Research on cybercrime is on the rise in many areas of internet studies, often with a strong emphasis on interdisciplinarity. Hence, for HICSS-56 research is not confined to a single area, and the minitrack includes multiple disciplines and different methodologies. In response to the call for papers, seven manuscripts from a wide variety of discipl...
Research on esports is a relatively new, yet fast-growing discipline with multiple inter-and multidisciplinary perspectives. For HICSS-56, research was solicited from multiple disciplines, including but not limited to business; cognitive science and psychology; information technology; sociology; media studies and communications; law; health, wellne...
Today, esports teams in multiplayer online battle arena (MOBA) games are often composed of players from around the world. The paper asks whether a greater national heterogeneity of professional esports teams means their higher effectiveness. Desk research data of 13 tournaments of Dota 2 game held in 2011-2018 is used to calculate the teams' win ra...
Nowadays, it is difficult to clearly separate the online from the offline, as
both overlap in many spheres of human activity. The same applies to religion,
because online and offline religious spaces are mixed together, with boundaries
between the two becoming more and more blurred. The presented essay defines the
so-called digital religion and hig...
In daily marital lives, spouses often engage in various conflicts and employ a mixture of different strategies when resolving these. According to family development theories, conflict resolution processes influence couple relationship well-being. This chapter examines and compares different attempts to convert intimate marital conflicts into video...
Games, as a rule, can be lost. It is thus a truism to state that successful game design demands the existence of a central conflict between the player and the game. Whether the player is commanding armies or races against time or other depleting resources, conflict is a given. However, in the past decade, an exception to this rule has emerged in ga...
The video game FIFA (Electronic Arts) is an annually released title with a very profitable “FIFA Ultimate Team” (FUT) game mode played by a large community of gamers. This has led to the emergence of celebrity FUT content creators on Twitch and on YouTube, yet also tensions between these individuals, the “average” player, and the game’s developers....
The entertainment education (EE) approach shows that
entertainment storylines influence people’s attitudes, opinions,
and behavior, and this occurs, among others, when it
comes to health and disease. In the case of TV shows and
movies cancer is the most frequently shown disease, and this
is especially important when considering the rise of VOD
plat...
The editors of this CfP are already in discussion with the MIT Press GAME HISTORIES SERIES editors who enthusiastically voiced support for the collection.
Today, it is challenging to separate online and offline spaces and activities, and this is also true of digital religion as online and offline religious spaces become blended or blurred. With this background, the article explores the need for new typologies of what is religious on the Internet and proposes a conceptual framework for mapping digital...
The video game FIFA (Electronic Arts) is an annually released title with a very profitable FIFA Ultimate Team (FUT) mode backed by a large community of gamers. This article demonstrates that they are subversive consumers based on a fan studies approach. The netnographic study was conducted over two years on the official FUT forum and supplemented w...
In recent years, there have increasingly been conflicting calls for more government surveillance online and, paradoxically, increased protection of the privacy and anonymity of individuals. Many corporations and groups globally have come under fire for sharing data with law enforcement agencies as well as for refusing to cooperate with said agencie...
We are currently dealing with the emergence of cities as virtual communities. They should be considered in terms of a specific relation of the local urban space with the cyberspace and rejection of dichotomy of the territory versus deterritorialization. The article characterizes city as a virtual community from several perspectives: 1) Resurgence o...
Scientific reflections on information literacy have emphasized that young people must develop information competences related to using the Internet. Among various approaches, in the generic approach, catalogues of competences are constructed and treated as lists of desired behaviours and skills. The article aims to criticize this approach and its c...
Świat życia codziennego zalewany jest ogromną liczbą różnych skwantyfikowanych i zdigitalizowanych danych. Mogą one być przetwarzanie i traktowane jako materiał badawczy – również jakościowy. Zastosowanie w badaniach jakościowych wielkich zbiorów danych (Big Data) modyfikuje postępowanie na wszystkich etapach procesu badawczego: od projektowania ba...
Scientific reflections on information literacy have emphasized that young people must develop information competences related to using the Internet. Among various approaches, in the generic approach, catalogues of competences are constructed and treated as lists of desired behaviors and skills. The article aims to criticize this approach and its ch...
This article pertains to the concept of prosumer capitalism, a term which refers to practices among companies of using consumers’ unpaid work (prosumption refers to the mixing of consumption and production). In the literature, this type of capitalism has been treated generally; how pro-prosumer activities differ among producers has been overlooked....
Otwierający część zasadniczą analizy tekst stanowi ogólną ramę dla opisu szczegółowych uwarunkowań polityki polskich cza-sopism naukowych z obszaru humanistyki i nauk społecznych w obszarze działań promocyjnych. Rozpoczynamy od przedstawie-nia charakterystyki instytucjonalnych korelatów funkcjonowania redakcji, by docelowo bardziej czytelnym uczyni...
Niniejsza książka traktuje o promocji polskiej humanistyki oraz nauk społecznych, a także ich wizerunku medialnym i jest sprawozdaniem z badań na ten temat. Punktem wyjścia dociekań autorzy uczynili hipotezę, że obecnie w obszarach humanistyki i nauk społecznych nie wypracowano spójnych metod promocji badań, a te, które się stosuje, nie przekładają...
Jeffrey C. Alexander, the founder of the strong program of cultural sociology, has described cultural meanings connected with the computer. Using the concepts of this prominent theoretician, this article relates his theories to the Internet. Perceiving the Net through a lens of cultural meanings, one must consider code and narrations. At the code l...
Możemy wyróżnić cztery wymiary religijnych miejsc w internecie – religię innowacyjną (np. nowe
ruchy religijne), religię tradycyjną (wielkie „tradycyjne” religie – chociażby chrześcijaństwo), religię
w sieci (informacje na temat różnych religii) i religię sieciową (aktywności religijne podejmowane
w cyberprzestrzeni). Celem artykułu jest scharakter...
No empirical multidimensional research investigated media and information literacy (MIL) of Polish children and youth until 2012. To fill that gap, we executed two projects: "Children of the Net: Communication Competencies of Children" (2012) and "Children of the Net 2.0: Communication Competencies of Youth" (2013). This paper presents our research...
Researching the fans of pop culture texts, it is worth considering a direction that has been neglected in fan studies: the treatment of fan practices as opposition to the polity of a country. Such considerations are particularly crucial in the context of fan communities functioning in non-democratic countries. The author describes the conditions of...
In sociological studies of culture, increasing attention is being paid to so-called prosumption. The article describes prosumption in the sphere of popular culture. The author proposes the term “culture of prosumption.” The term refers to the culture industry and its contemporary mode of operation, which is characteristic of the prosumption capital...
Dzięki tej publikacji chcemy pokazać, że blog można założyć bardzo łatwo i wykorzystywać
go jako istotną platformę zarówno w komunikacji rówieśniczej, jak i kontaktach nauczycieli z
uczniami i rodzicami. Nie bójmy się budować informacyjnych przestrzeni interakcji, bo
korzystanie z narzędzi dostępnych od wielu lat, ale wciąż usprawnianych, daje s...
Some participants of popular culture do not confine themselves to a one-time contact with a favorite book or movie. Instead, they return to fictional worlds, creating literary texts based on original works and sharing these texts with other followers of the same pop-products. A number of these fan-made pieces contain idealized characters whose ment...
W jaki sposób polscy producenci popkultury podchodzą do jej marketingu? Czy naśladują pod tym względem zachodnie koncerny medialne? Czy w Polsce kultura popularna jest dla producenta okazją do zaangażowania konsumenta w proces twórczy? Czy nabywca staje się prosumentem, to znaczy, czy aktywie uczestniczy w promowaniu i produkowaniu danej marki medi...
Dzięki tej publikacji chcemy pokazać, że blog można założyć bardzo łatwo i wykorzystywać go jako istotną platformę zarówno w komunikacji rówieśniczej, jak i kontaktach nauczycieli z uczniami i rodzicami. Nie bójmy się budować informacyjnych przestrzeni interakcji, bo korzystanie z narzędzi dostępnych od wielu lat, ale wciąż usprawnianych, daje szan...
This article indicates that when researching the fans of popular culture texts, it is worth paying attention to a direction that has been neglected in fan studies: the treatment of fan practices as opposition to the policy of a country. Such considerations are particularly crucial in the context of fan communities functioning in non-democratic coun...
In sociological studies of culture, increasing attention is being paid to so-called prosumption. The article describes prosumption in the sphere of popular culture. The author proposes the term “culture of prosumption.” The term refers to the culture industry and its contemporary mode of operation, which is characteristic of the prosumption capital...
A. Bilska, G.D. Stunża (eds.), Twoje prawa w sieci. Gra edukacyjna (Your Rights in the Network. Educational Game), Instytut Kultury Miejskiej, Gdańsk 2013, electronic publication: http://pracownia.medialabgdansk.pl/#prawa-w-sieci
Celem artykułu jest wskazanie, że kolekcjonerzy to specyficzna kategoria konsumentów. Konsumpcja potraktowana jest w artykule przez pryzmat przyspieszenia współczesnego świata oraz sytuacji, kiedy czas staje się coraz ważniejszym zasobem, jest go coraz mniej, ludzie skarżą się na jego utratę. Wynika to między innymi z tego, że zagarniany jest on pr...
W trakcie realizacji zadania „Dzieci sieci – kompetencje komunikacyjne najmłodszych” przeprowadzono wywiad skategoryzowany z dziećmi w wieku od 9 do 13 lat oraz z opiekunami dzieci w tym właśnie wieku (nie musieli to być opiekunowie dzieci biorących udział w badaniu). Do obydwu grup skierowany został inny zestaw pytań, ale zarówno dzieci, jak i dor...
U podstaw sformułowania problemu legła frustracja spowodowana obserwowanym w literaturze przedmiotu brakiem rozważań dotyczących ograniczeń i odmienności najnowszych trendów popkulturowych polegających na wdrażaniu prosumpcji. Zaistnienie tej ostatniej wiąże się z zachęcaniem konsumentów do aktywnego tworzenia, reinterpretowania i redystrybucji pop...
W socjologii kultury coraz większą uwagę poświęca się tak zwanej prosumpcji. Bazując na już istniejących ogólnych koncepcjach z nią związanych, autor przedstawia jej funkcjonowanie w sferze popkultury i wprowadza pojęcie „kultura prosumpcji”. Dziś przedsiębiorstwa z branży rozrywkowej drogi do sukcesu upatrują w wykształceniu oddanej grupy nabywców...
In the field of sociological studies of culture, more and more attention is being paid to the so-called prosumption. Based on the already existing general concepts related to it, the author presents its functioning in the sphere of popular culture, proposing the term: culture of prosumption. More and more frequently the enterprises within the enter...
Homogenization and Americanization of Global Pop Culture — Cultural globalization is a process that can be conceptualized differently. The perspective proposed by the author is based on an analysis of the functioning of cultural industry and understands it as a profit-oriented production of pop-culture spreading from the United States to the poorer...
The article is a guiding post of sociological research concerning celebrities. The author analyses how different classic, sociological topics (public sphere, power, social change, identity, religion, politics, etc.) could be combined with celebrities and shows different approaches to stars. It is possible to consider them as a negative phenomenon (...
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