DC pole | Wartość | Język |
dc.contributor.author | Sarnek, Marcin | - |
dc.date.accessioned | 2018-03-23T20:37:51Z | - |
dc.date.available | 2018-03-23T20:37:51Z | - |
dc.date.issued | 2014 | - |
dc.identifier.citation | R. Borysławski (red.), "Kryptohistorie : ukryte i utajone narracje w historii" (S. 23-44). Katowice :Wydawnictwo Uniwersytetu Śląskiego | pl_PL |
dc.identifier.isbn | 9788380123311 | - |
dc.identifier.isbn | 9788380123328 | - |
dc.identifier.uri | http://hdl.handle.net/20.500.12128/1511 | - |
dc.description.abstract | The author proposes to view conspiracy theories from a new angle resulting from
a comparison between their rhetorical features, the mechanisms of emergent narratives and
the procedural rhetoric which characterises contemporary video games. Conspiracy theories
offer their recipients a rhetorically rich alternative reading of historical events, challenging
the crises caused by the lack of the sense of agency, which is a mark of the societies where
such theories gain greatest popularity. In turn, the artistic and commercial success of video
games is based on a similar illusion of agency whereby players are under an impression that
it is them who control the events within the game’s world. By referring to the most popular
of all conspiracy universes constructed around the assassination of President Kennedy and to
the theory of procedural rhetoric proposed by Ian Bogost, the author presents numerous common
traits of both types of rhetoric. The most important among them is the focus of rhetorical
attention on expected action: while video games, in order to exist, require action from the
gamer, conspiracy theories, resorting to similar mechanisms of the emergent narrative, also
expect action, even if symbolic. This conclusion explains why conspiracy theories are continuously
politically valid, despite the fact that many consider them to be harmless hobbies.
The aim of juxtaposing conspiracy theories and video games is itself rhetorically laden as it
is effectuated by a conviction that the contemporary academia seems to have exhausted the
possibility of influencing the social perception of conspiracy theories in the world saturated with constant new‑media
messages. The academic world is thus more of a remote commentator
than a participant in social debates. From such a sense of exhaustion and ineffectiveness
flows the proposal to view conspiracy theories from new perspectives, including perspectives
so unorthodox that they may even seem unserious. | pl_PL |
dc.language.iso | pl | pl_PL |
dc.publisher | Wydawnictwo Uniwersytetu Śląskiego | pl_PL |
dc.rights | Uznanie autorstwa-Użycie niekomercyjne-Bez utworów zależnych 3.0 Polska | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/pl/ | * |
dc.subject | narracje gier wideo | pl_PL |
dc.subject | gry wideo | pl_PL |
dc.title | Królowie nie giną w wypadkach drogowych : teorie spisku i narracje gier wideo | pl_PL |
dc.type | info:eu-repo/semantics/bookPart | pl_PL |
Pojawia się w kolekcji: | Książki/rozdziały (W.Hum.)
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