The Witcher 3 Wild Hunt computer game as a tool for motivating young people to learn about Polish literature and culture
DOI:
https://doi.org/10.15584/dyd.pol.20.2025.12Keywords:
The Witcher, video game, motif, reference, parody, reading, Slavic mythologyAbstract
Modern students increasingly struggle to engage with classic literary works. The archaic language and the different cultural realities of past eras constitute a significant interpretive barrier for them. Additional exam pressure makes reading perceived primarily as an imposed obligation and nothing more. The fast pace of life and the habit of relying on concise forms of communication weaken young readers’ ability to concentrate. The education system often fails to provide enough room for in-depth encounters with literature. As a result, many students replace complete works with summaries. One possible strategy for motivating young people is to incorporate popular cultural texts—such as computer games—into education. Teachers should take students’ interests into account and select materials that may become an appealing point of reference for them. Particularly useful in this context is the game The Witcher 3: Wild Hunt, inspired by the works of Andrzej Sapkowski and Polish culture. Its numerous references to literary tradition and Slavic mythology can help students understand the customs of earlier times. Examples of such references include motifs of ritual and magic, the archetypes of the nobleman, the knight, and the lover, as well as parodies of characters known from literature. The proposed didactic activities may involve comparing the rituals in Mickiewicz’s Dziady with their interpretation in the game and discussing the function of adaptation. Such activities effectively combine classical literary heritage with modern forms of culture, strengthening students’ engagement and interpretive skills.
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