28/07/2020; 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
Toward Successful Esports Team: How Does National Diversity Affect Multiplaye...Piotr Siuda
04/01/2023; event: 56th Annual Hawaii International Conference on System Sciences, HICSS 2023, Hyatt Regency Maui, Hawaii, USA, 3-6 January 2023, Maui, Hawaii (HICSS56), University of Manoa
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 ratio, i.e., the ratio of skirmishes (in all matches) won to the total number of skirmishes (match is a series of skirmishes). Hence, effectiveness is understood not as ranks or matches won, but as the lowest possible number of lost skirmishes. Multinational teams achieved a higher win ratio, compared to nationally homogenous teams and the analysis includes the role of coaches’ nationalities. Working groups, cognitive diversity, and similarity/attraction theories are used to signal potential reasons and consequences of diversity on team performance. This exploratory study indicates future research threads on esports teams’ national diversity.
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
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.
22/04/2020; impreza: Wykład online w ramach projektu „Latający Uniwersytet Każdego Wieku”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy.
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
26/09/2019; event: The Fourth International Conference on Communication & Media Studies “The Future of Democracy in the Digital Age”; organizers: The Communication & Media Studies Research Network; University of Bonn; venue: University of Bonn, Department for Media Studies.
„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
Toward Successful Esports Team: How Does National Diversity Affect Multiplaye...Piotr Siuda
04/01/2023; event: 56th Annual Hawaii International Conference on System Sciences, HICSS 2023, Hyatt Regency Maui, Hawaii, USA, 3-6 January 2023, Maui, Hawaii (HICSS56), University of Manoa
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 ratio, i.e., the ratio of skirmishes (in all matches) won to the total number of skirmishes (match is a series of skirmishes). Hence, effectiveness is understood not as ranks or matches won, but as the lowest possible number of lost skirmishes. Multinational teams achieved a higher win ratio, compared to nationally homogenous teams and the analysis includes the role of coaches’ nationalities. Working groups, cognitive diversity, and similarity/attraction theories are used to signal potential reasons and consequences of diversity on team performance. This exploratory study indicates future research threads on esports teams’ national diversity.
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
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.
22/04/2020; impreza: Wykład online w ramach projektu „Latający Uniwersytet Każdego Wieku”; organizacja: Kujawsko-pomorskie Centrum Kultury w Bydgoszczy.
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
26/09/2019; event: The Fourth International Conference on Communication & Media Studies “The Future of Democracy in the Digital Age”; organizers: The Communication & Media Studies Research Network; University of Bonn; venue: University of Bonn, Department for Media Studies.
„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.
4. sports cultural complex
sport kultura
media struktura
W jaki sposób sportowe
teksty medialne są produkowane i
jakie znaczenie się im nadaje?
Sport medialny jest zakorzeniony w
politycznych, instytucjonalnych,
ekonomicznych czy społecznych
relacjach.
RUNDA 1.
5. RUNDA 1.
Jakie możliwości,
ograniczenia, skutki
przynosi wykorzystanie
technologii przez
organizatorów rozgrywek,
polityków, fanów, firmy
medialne...
Nowe
technologie
9. Podsumowując
Należy myśleć nie tyle w kategoriach relacji między sportem i
mediami, ale raczej o sporcie jako mediach. Zwłaszcza ze względu
na wzrastające powiązania między sportem oraz nowymi
technologiami czy cyfrowym kontentem.
Komunikacja internetowa i media cyfrowe są kluczowe dla
rywalizacji sportowej, doświadczeń odbiorców, interakcji fanów oraz
innych czynności, takich jak na przykład granie czy obstawianie
zakładów sportowych.
RUNDA 1.
12. Na świecie rozgrywki e-
sportowe oglądać będzie w
2019 roku 453,8 mln osób
(wzrost o ok. 15 proc w
porównaniu z 2018 r.).
Rafał Tomański, E-sport na
świecie wart ponad miliard
dolarów, Business Insider.
RUNDA 2.
E-sport
20. Na ile to, co widzieliśmy...
01
... zmieni sposób
odbioru i produkcji
sportu?
04
... spełniło
oczekiwania
odbiorców?
02
... cieszy się
popularnością
producentów?
05 ... spopularyzuje e-
sport?
06 ... wróci podczas
drugiej fali epidemii?
... będzie w jakiejś
formie utrzymane?
03