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Temporalne aspekty gier cyfrowych
Published 2021-06-01“…Relating these four detailed issues – constituting the basic subject of description, analysis and interpretation – to temporal aspects, it is appropriate to talk about measuring (conventionalizing, relativizing) time, thematizing, functionalizing and valorizing it. Taking into account the above categories, the most typical concretizations of temporal phenomena can be further defined: functional (classic chronometry, clock, server time, time of a running process), gameplay (real time, relativization, quest time, respawn time), thematic concretizations (e.g. retrospection as a compositional dominant of multimodal narratives) and marketing concretizations (commercialization of time). …”
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Pour un retour de la personne grammaticale dans l’analyse narratologique
Published 2025-08-01“…In addition to its accessibility, the “grammatical person” is a decisive clue to the stylistic, generic or thematic functioning of the narrative instance constructed by the story. …”
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“Who can keep learning [the linguistic] games we play?” Linguistic Games and the Parody of Contemporary American Culture in Edward Albee’s Who’s Afraid of Virginia Woolf
Published 2018-12-01“…The playwright invents many linguistic games which have thematic functions; they are meant to parody the American middle-class values and institutions. …”
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Family’s World in Mirror of Women’s Press in New Economic Policy’s Period
Published 2021-12-01“…The novelty of the research is seen in the analysis of the structural, thematic, functional features of women’s magazines of the NEP era. …”
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