22/04/2020; impreza: Wykład online w ramach projektu „Latający Uniwersytet Każdego Wieku”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy.
Comparing Drug Trade on Tor in Finnish, Polish, and English Speaking CulturesPiotr Siuda
Organizer: International Communication Association, University of Warsaw.
Conference: 2024 International Communication Association (ICA) regional conference Human Tech Transition: Crises in Mediatized Politics, Society & Economy, Warsaw, March 13-15, 2024.
Paper: Comparing Drug Trade on Tor in Finnish, Polish, and English Speaking Cultures.
Popularizing and Connecting Esports Research: Introduction to the Esports Min...Piotr Siuda
04/01/2024; event: 57th Annual Hawaii International Conference on System Sciences, HICSS 2024, Hilton Hawaiian Village Waikiki Beach Resort, Hawaii, USA, January 3-6, 2024, University of Manoa
After the Attack: Introduction to the Cybercrime MinitrackPiotr Siuda
04/01/2024; event: 57th Annual Hawaii International Conference on System Sciences, HICSS 2024, Hilton Hawaiian Village Waikiki Beach Resort, Hawaii, USA, January 3-6, 2024, University of Manoa
The Next Level of Horror Entertainment: Facing Fear in Cooperative Interactiv...Piotr Siuda
04/01/2024; event: 57th Annual Hawaii International Conference on System Sciences, HICSS 2024, Hilton Hawaiian Village Waikiki Beach Resort, Hawaii, USA, January 3-6, 2024, University of Manoa
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 complete playthroughs analyzed and 18 playlists sampled. The article demonstrates how scare tactics deployed by developers cause players to feel more discomfort compared to a single-player mode. The split perspective of co-op exacerbates stress, tension, and fear as these are being experienced regarding not only oneself but also the other player. Additionally, players’ meta-genre knowledge combines with cooperation, thus influencing decisions and, ultimately, the game experiences. All this means that the cooperative way of playing may be seen as yet another step in the horror entertainment evolution.
Dziesięć lat kierunku humanistyka drugiej generacji. Czas zmian i plany na pr...Piotr Siuda
01/12/2023; impreza: Festiwal Indyków + Pierwsza Niezależna Konferencja Twórców Gier; Koło Naukowe Twórców Gier Gamedec, Katedra Badania Gier i Kultury Cyfrowej, Uniwersytet Kazimierza Wielkiego w Bydgoszczy
Sztuczna inteligencja (AI), gry i edukacjaPiotr Siuda
04/12/2023; impreza: Konferencja Naukowa „Lustro Mediów IV: Od Chat botów do CX i UX”; Politechnika Gdańska, Uniwersytet Gdański, Uniwersytet Jagielloński, Pomorski Instytut Naukowy im. Profesora Brunona Synaka
Comparing Drug Trade on Tor in Finnish, Polish, and English Speaking CulturesPiotr Siuda
Organizer: International Communication Association, University of Warsaw.
Conference: 2024 International Communication Association (ICA) regional conference Human Tech Transition: Crises in Mediatized Politics, Society & Economy, Warsaw, March 13-15, 2024.
Paper: Comparing Drug Trade on Tor in Finnish, Polish, and English Speaking Cultures.
Popularizing and Connecting Esports Research: Introduction to the Esports Min...Piotr Siuda
04/01/2024; event: 57th Annual Hawaii International Conference on System Sciences, HICSS 2024, Hilton Hawaiian Village Waikiki Beach Resort, Hawaii, USA, January 3-6, 2024, University of Manoa
After the Attack: Introduction to the Cybercrime MinitrackPiotr Siuda
04/01/2024; event: 57th Annual Hawaii International Conference on System Sciences, HICSS 2024, Hilton Hawaiian Village Waikiki Beach Resort, Hawaii, USA, January 3-6, 2024, University of Manoa
The Next Level of Horror Entertainment: Facing Fear in Cooperative Interactiv...Piotr Siuda
04/01/2024; event: 57th Annual Hawaii International Conference on System Sciences, HICSS 2024, Hilton Hawaiian Village Waikiki Beach Resort, Hawaii, USA, January 3-6, 2024, University of Manoa
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 complete playthroughs analyzed and 18 playlists sampled. The article demonstrates how scare tactics deployed by developers cause players to feel more discomfort compared to a single-player mode. The split perspective of co-op exacerbates stress, tension, and fear as these are being experienced regarding not only oneself but also the other player. Additionally, players’ meta-genre knowledge combines with cooperation, thus influencing decisions and, ultimately, the game experiences. All this means that the cooperative way of playing may be seen as yet another step in the horror entertainment evolution.
Dziesięć lat kierunku humanistyka drugiej generacji. Czas zmian i plany na pr...Piotr Siuda
01/12/2023; impreza: Festiwal Indyków + Pierwsza Niezależna Konferencja Twórców Gier; Koło Naukowe Twórców Gier Gamedec, Katedra Badania Gier i Kultury Cyfrowej, Uniwersytet Kazimierza Wielkiego w Bydgoszczy
Sztuczna inteligencja (AI), gry i edukacjaPiotr Siuda
04/12/2023; impreza: Konferencja Naukowa „Lustro Mediów IV: Od Chat botów do CX i UX”; Politechnika Gdańska, Uniwersytet Gdański, Uniwersytet Jagielloński, Pomorski Instytut Naukowy im. Profesora Brunona Synaka
Media sports and esports during the COVID-19 pandemic - project reportPiotr Siuda
20/06/2023; event: “The World of Media Transition” International Scientific Seminar; The Laboratory of Media Studies at the University of Warsaw, Faculty of Journalism, Information, and Book Studies, University of Warsaw
Darknet imaginaries: The discursive malleability of the cultural status of di...Piotr Siuda
This document discusses a research study analyzing 505 internet memes related to the darknet in order to understand how they collectively contribute to cultural conceptions of this niche technology. The researchers identified 9 themes across the memes, including depictions of the darknet vs the clear web, darknet technology and users, the shadowy nature of the darknet, unexpected aspects of the darknet, and dark humor related to the darknet. The analysis shows that internet memes present a complex, diverse, and sometimes contradictory representation of the darknet, demonstrating the discursive malleability of how cultural status is developed for niche technologies with few users.
Toward Successful Esports Team: How Does National Diversity Affect Multiplaye...Piotr Siuda
1. The study examined how national diversity of players on professional Dota 2 esports teams affects team effectiveness.
2. The researchers analyzed data from 212 teams competing in 9 International and 5 Major tournaments from 2011-2018.
3. They found that teams with players from at least three different nationalities generally had higher win ratios, indicating more effectiveness, than less diverse or mononational teams.
Microtransaction Politics in FIFA Ultimate Team: Game Fans, Twitch Streamers,...Piotr Siuda
01/12/2022; event: The World Cup Conference, MultiPlay
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 chapter explores players’ attitudes to and issues with the more powerful actors within the FUT ecosystem, offering us an incisive case study of ongoing changes and tensions in the relationships between players, developers, and content creators. In study design and analysis, the qualitative directed content analysis approach was used, as the chapter extands the project conducted over three years on the official FUT forum by one of the authors. Key categories of gamers’ criticism of content creators are indicated, keeping in mind biases that could result from this deductive approach. The players see content creators on Twitch and YouTube as a source of numerous frustrations related to gameplay, as reinforcing the game’s micropayment, and even as solely self-interested profit-makers with little “true” interest in the game. This even extends to what can only be termed conspiracy theories about the relationships between EA and FUT’s most visible content creators, with players proposing numerous surreptious connectinos between the two. The chapter hence shows what happens when successful game content creators, and the “average” player, clash, and how FUT is a valuable case study of emerging power dynamics within gaming and game culture more broadly.
Cancer on TikTok–Evaluating Online Self-Disclosure Using Directed Content Ana...Piotr Siuda
03/11/2022; event: Internet Research conference (AOiR 2022), Technical University Dublin
The presented paper characterizes TikTok practices of users with cancer and uses notions of social media as positive culture (presenting oneself without undesirable traits) and online self-disclosure understood as providing intimate, private information about oneself. The research continues the work on self-disclosure of women with breast cancer using Instagram. However, this previous research revolved around posts, and thus was limited. The current study on TikTok asks the following questions: 1) are TikTok videos disclosing information in the manner the previous research on Instagram shows? 2) What are the creators’ motivations and what meanings do they give to disclosing cancer and how do the users position themselves considering the positive culture? The study uses categories from previous work and combines qualitative directed content analysis (DCA; 862 videos are analyzed) with in-depth interviews (n=8), and these go beyond DCA to a more nuanced understanding of the users’ lived experience. Similar to Instagram, TikTok is a tool for negative (e.g., fears, anxiety, pain) and positive self-disclosure (e.g., joyful life events, self-acceptance, self-affirmation) with the prevalence of positive and educational videos (e.g. prevention, debunking stereotypes and normalizing the disease). The respondents feel especially competent to educate others because of their experiences. The research undermines the traditional understanding of online self-disclosure, as for users seeking support is not that important, compared to informing and warning others. Also, the study debunks positive culture as a too-general category, as the interviewees constitute a particular niche and seem not to care how they are perceived while disclosing cancer.
Imaginaria darknetu w internetowych memachPiotr Siuda
23/09/2022; event: The 6th Congress of the Polish Communication Association; organizers: Polish Communication Association, University of Gdansk; European Solidarity Centre; venue: Faculty of Social Sciences, University of Gdansk
Sport w czasach pandemii. O powiązaniu sportu, mediów i gierPiotr Siuda
28/07/2020; impreza: Wykład online w ramach projektu „Latający Uniwersytet Każdego Wieku”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy.
Starzenie się a nowe technologie komunikacyjnePiotr Siuda
03/06/2020; impreza: Wykład online w ramach projektu „Latający Uniwersytet Każdego Wieku”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy.
This document discusses how the film industry has adjusted during the COVID-19 pandemic. Physical film production and cinema closures led to questions about the industry's future. Video on demand (VOD) streaming grew significantly as people subscribed to new services. The film industry is exploring changes like drive-in screenings and virtual productions to continue operating under social distancing restrictions. The pandemic has accelerated pre-existing trends of increased VOD consumption and may permanently change the film industry landscape.
Religia i internet. Kilka uwag teoretycznychPiotr Siuda
14/11/2019; impreza: XI Toruńskie Sympozjum poświęcone Religiom i Alternatywnym Ruchom Religijnym; organizacja: Wydział Teologiczny UMK w Toruniu; miejsce: Centrum Dialogu Jana Pawła II, Toruń.
04/11/2019; impreza: Wykład w ramach projektu „Akademia Sztuk Wszelakich”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy; miejsce: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy, Bydgoszcz.
It is Simply Scripted – Gamers Practices as a Form of Resistance: An Example ...Piotr Siuda
This document discusses gamers' practices in the popular soccer video game FIFA Ultimate Team as a form of resistance against the game's mechanics and marketing. It analyzes online discussions where gamers criticize aspects like the game being "scripted" against the player or too addictive due to microtransactions. Some gamers find ways to subvert the game, like trading coins or using bidding programs, while most still play despite the flaws. The research aims to understand this contradiction in gamer behavior and its implications for the relationship between game producers and communities.
„Ten mecz jest wydrukowany!” – praktyki graczy jako walka o kontrolę nad prze...Piotr Siuda
21/09/2019; event: The 5th Congress of the Polish Communication Association, entitled “Media Power: People – Organisations – Technologies”; organizers: Polish Communication Association; Faculty of Journalism, Information and Book Studies, University of Warsaw; venue: Old Library of the University of Warsaw.
Internet - nowe możliwości kontaktu z mieszkańcamiPiotr Siuda
06/06/2019; impreza: Wykład w ramach obchodów Dnia Samorządu Terytorialnego oraz Roku Wolności; organizacja: Urząd Miasta Bydgoszczy; miejsce: Miejskie Centrum Kultury w Bydgoszczy, Bydgoszcz
08/05/2019; impreza: Wykład w ramach projektu „Akademia Sztuk Wszelakich”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy; miejsce: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy, Bydgoszcz.
07/05/2019; event: conference „The Future of Media, Mediatization, Journalism and Communication”; organizer: The Department of Journalism, New Media and Communication of the Kazimierz Wielki University in Bydgoszcz, Poland; venue: Main Library of the Kazimierz Wielki University in Bydgoszcz.
Prosument prosumentowi nierówny. O różnych typach aktywności konsumenckiejPiotr Siuda
09/02/2019; impreza: Konferencja „Wiedza i mądrość w kulturze. Od encyklopedii przez wikinomię po smart mobs”; organizacja: Wydział Humanistyczny AGH, Ośrodek Badawczy Facta Ficta; miejsce: Wydział Humanistyczny AGH, Kraków.
Media sports and esports during the COVID-19 pandemic - project reportPiotr Siuda
20/06/2023; event: “The World of Media Transition” International Scientific Seminar; The Laboratory of Media Studies at the University of Warsaw, Faculty of Journalism, Information, and Book Studies, University of Warsaw
Darknet imaginaries: The discursive malleability of the cultural status of di...Piotr Siuda
This document discusses a research study analyzing 505 internet memes related to the darknet in order to understand how they collectively contribute to cultural conceptions of this niche technology. The researchers identified 9 themes across the memes, including depictions of the darknet vs the clear web, darknet technology and users, the shadowy nature of the darknet, unexpected aspects of the darknet, and dark humor related to the darknet. The analysis shows that internet memes present a complex, diverse, and sometimes contradictory representation of the darknet, demonstrating the discursive malleability of how cultural status is developed for niche technologies with few users.
Toward Successful Esports Team: How Does National Diversity Affect Multiplaye...Piotr Siuda
1. The study examined how national diversity of players on professional Dota 2 esports teams affects team effectiveness.
2. The researchers analyzed data from 212 teams competing in 9 International and 5 Major tournaments from 2011-2018.
3. They found that teams with players from at least three different nationalities generally had higher win ratios, indicating more effectiveness, than less diverse or mononational teams.
Microtransaction Politics in FIFA Ultimate Team: Game Fans, Twitch Streamers,...Piotr Siuda
01/12/2022; event: The World Cup Conference, MultiPlay
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 chapter explores players’ attitudes to and issues with the more powerful actors within the FUT ecosystem, offering us an incisive case study of ongoing changes and tensions in the relationships between players, developers, and content creators. In study design and analysis, the qualitative directed content analysis approach was used, as the chapter extands the project conducted over three years on the official FUT forum by one of the authors. Key categories of gamers’ criticism of content creators are indicated, keeping in mind biases that could result from this deductive approach. The players see content creators on Twitch and YouTube as a source of numerous frustrations related to gameplay, as reinforcing the game’s micropayment, and even as solely self-interested profit-makers with little “true” interest in the game. This even extends to what can only be termed conspiracy theories about the relationships between EA and FUT’s most visible content creators, with players proposing numerous surreptious connectinos between the two. The chapter hence shows what happens when successful game content creators, and the “average” player, clash, and how FUT is a valuable case study of emerging power dynamics within gaming and game culture more broadly.
Cancer on TikTok–Evaluating Online Self-Disclosure Using Directed Content Ana...Piotr Siuda
03/11/2022; event: Internet Research conference (AOiR 2022), Technical University Dublin
The presented paper characterizes TikTok practices of users with cancer and uses notions of social media as positive culture (presenting oneself without undesirable traits) and online self-disclosure understood as providing intimate, private information about oneself. The research continues the work on self-disclosure of women with breast cancer using Instagram. However, this previous research revolved around posts, and thus was limited. The current study on TikTok asks the following questions: 1) are TikTok videos disclosing information in the manner the previous research on Instagram shows? 2) What are the creators’ motivations and what meanings do they give to disclosing cancer and how do the users position themselves considering the positive culture? The study uses categories from previous work and combines qualitative directed content analysis (DCA; 862 videos are analyzed) with in-depth interviews (n=8), and these go beyond DCA to a more nuanced understanding of the users’ lived experience. Similar to Instagram, TikTok is a tool for negative (e.g., fears, anxiety, pain) and positive self-disclosure (e.g., joyful life events, self-acceptance, self-affirmation) with the prevalence of positive and educational videos (e.g. prevention, debunking stereotypes and normalizing the disease). The respondents feel especially competent to educate others because of their experiences. The research undermines the traditional understanding of online self-disclosure, as for users seeking support is not that important, compared to informing and warning others. Also, the study debunks positive culture as a too-general category, as the interviewees constitute a particular niche and seem not to care how they are perceived while disclosing cancer.
Imaginaria darknetu w internetowych memachPiotr Siuda
23/09/2022; event: The 6th Congress of the Polish Communication Association; organizers: Polish Communication Association, University of Gdansk; European Solidarity Centre; venue: Faculty of Social Sciences, University of Gdansk
Sport w czasach pandemii. O powiązaniu sportu, mediów i gierPiotr Siuda
28/07/2020; impreza: Wykład online w ramach projektu „Latający Uniwersytet Każdego Wieku”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy.
Starzenie się a nowe technologie komunikacyjnePiotr Siuda
03/06/2020; impreza: Wykład online w ramach projektu „Latający Uniwersytet Każdego Wieku”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy.
This document discusses how the film industry has adjusted during the COVID-19 pandemic. Physical film production and cinema closures led to questions about the industry's future. Video on demand (VOD) streaming grew significantly as people subscribed to new services. The film industry is exploring changes like drive-in screenings and virtual productions to continue operating under social distancing restrictions. The pandemic has accelerated pre-existing trends of increased VOD consumption and may permanently change the film industry landscape.
Religia i internet. Kilka uwag teoretycznychPiotr Siuda
14/11/2019; impreza: XI Toruńskie Sympozjum poświęcone Religiom i Alternatywnym Ruchom Religijnym; organizacja: Wydział Teologiczny UMK w Toruniu; miejsce: Centrum Dialogu Jana Pawła II, Toruń.
04/11/2019; impreza: Wykład w ramach projektu „Akademia Sztuk Wszelakich”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy; miejsce: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy, Bydgoszcz.
It is Simply Scripted – Gamers Practices as a Form of Resistance: An Example ...Piotr Siuda
This document discusses gamers' practices in the popular soccer video game FIFA Ultimate Team as a form of resistance against the game's mechanics and marketing. It analyzes online discussions where gamers criticize aspects like the game being "scripted" against the player or too addictive due to microtransactions. Some gamers find ways to subvert the game, like trading coins or using bidding programs, while most still play despite the flaws. The research aims to understand this contradiction in gamer behavior and its implications for the relationship between game producers and communities.
„Ten mecz jest wydrukowany!” – praktyki graczy jako walka o kontrolę nad prze...Piotr Siuda
21/09/2019; event: The 5th Congress of the Polish Communication Association, entitled “Media Power: People – Organisations – Technologies”; organizers: Polish Communication Association; Faculty of Journalism, Information and Book Studies, University of Warsaw; venue: Old Library of the University of Warsaw.
Internet - nowe możliwości kontaktu z mieszkańcamiPiotr Siuda
06/06/2019; impreza: Wykład w ramach obchodów Dnia Samorządu Terytorialnego oraz Roku Wolności; organizacja: Urząd Miasta Bydgoszczy; miejsce: Miejskie Centrum Kultury w Bydgoszczy, Bydgoszcz
08/05/2019; impreza: Wykład w ramach projektu „Akademia Sztuk Wszelakich”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy; miejsce: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy, Bydgoszcz.
07/05/2019; event: conference „The Future of Media, Mediatization, Journalism and Communication”; organizer: The Department of Journalism, New Media and Communication of the Kazimierz Wielki University in Bydgoszcz, Poland; venue: Main Library of the Kazimierz Wielki University in Bydgoszcz.
Prosument prosumentowi nierówny. O różnych typach aktywności konsumenckiejPiotr Siuda
09/02/2019; impreza: Konferencja „Wiedza i mądrość w kulturze. Od encyklopedii przez wikinomię po smart mobs”; organizacja: Wydział Humanistyczny AGH, Ośrodek Badawczy Facta Ficta; miejsce: Wydział Humanistyczny AGH, Kraków.