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Physical and imaginary video game spaces have been constantly evolving, starting from dark indefinable space to ultimately become an incredibly realistic world. This paper aims at illustrating how physical and imaginary spaces have evolved. The older games are, the more indefinable and iconic their physical spaces become. In more modern games physical spaces are being more and more developed. It is...
The article is concerned with Shukshin’s occasionalisms and their Polish equivalents extracted from translations done by I. Bajkowska, Z. Gadzinianka, T.G. Lipszyc, E. Niepokólczycka, I. Piotrowska, B. Reszko, and A. Tyszkowska. The study material consists of 43 equivalents and is presented in three separate groups referring to structural-and-semantic, semantic as well as affixational occasionalisms...
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