Tożsamość emersyjna na przykładzie postaci Deadpoola Homo Ludens 2(8) / 2015 Abstract Emersive identity – a case study on Deadpool Certain videogame creators intentionally introduce to their works elements which emphasize the mediated nature of a videogame (contrary to the trend for creating immersive gameplay). hose elements, which in my research are called ‘emersive factors’, strongly inluence the relation between the player and the playable protagonist. his article is an attempt to answer the question of what are the consequences of introducing the character with an emersive identity into the game. he analysis of this issue is concentrated on the character named Deadpool, whose hallmark is the ability of breaking the fourth wall (which is one of the most basic emersive gestures). KEYWORDS: Deadpool, Marvel, Emersion Antihero, Breaking the Fourth Wall 1. Wprowadzenie Niniejszy artykuł wiąże się z tematem wzmagania i zaburzania utożsamienia gracza z postacią w grze. Twórcy współczesnych gier wysokobudżetowych PIOTR KUBIŃSKI Uniwersytet Warszawski