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dc.contributor.authorJędrychowska, Mariapl_PL
dc.date.accessioned2019-10-01T14:00:42Z
dc.date.available2019-10-01T14:00:42Z
dc.date.issued2004
dc.identifier.citationAnnales Academiae Paedagogicae Cracoviensis. 20, Studia Historicolitteraria 4 (2004), s. [89]-101pl_PL
dc.identifier.urihttp://hdl.handle.net/11716/6035
dc.description.abstractIn Bajki robotów and Cyberiada, both science-fiction and fairy-tale collections of prose miniatures, Stanisław Lem exposes his excellent writing skills based on intellectual games. The author plays intertextual games with literary conventions such as the fairy-tale, knight epic, philosophical tale, genesic myths, philosophical discourse and Polish literary legendarium. In consequence, he reinterprets patterns and norms of cultural behaviour including patterns of thinking which are imposed by language and world views. The ludic element determines pastiche, parodie and grotesque character of this prose.en_EN
dc.language.isoplpl_PL
dc.titleIntertekstualne harce Stanisława Lema w Trzech elektrycerzach (i nie tylko)pl_PL
dc.title.alternativeIntertextual pranks of Stanisław Lem in Trzech elektrycerzy (and not only)en_EN
dc.typeArticlepl_PL


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