Socio-cultural potential of digital games. A synthetic approach

Digital games are a well-recognized and willingly used medium nowadays. People of different ages and social status play games. However, players become entangled in the increasingly complex culture of digital games that during its development surpassed leisure-time, ludic spaces and revealed its pote...

Full description

Saved in:
Bibliographic Details
Main Author: Damian Gałuszka
Format: Article
Language:deu
Published: Wydawnictwo Naukowe Chrześcijańskiej Akademii Teologicznej w Warszawie (Scientific Publishing House of the Christian Academy of Theology in Warsaw) 2020-12-01
Series:Studia z Teorii Wychowania
Subjects:
Online Access:http://sztw.chat.edu.pl/gicid/01.3001.0014.6559
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:Digital games are a well-recognized and willingly used medium nowadays. People of different ages and social status play games. However, players become entangled in the increasingly complex culture of digital games that during its development surpassed leisure-time, ludic spaces and revealed its potential in different domains of socio-cultural life. This review article takes a holistic, sociological perspective on the phenomenon of digital games. The discussed topics in the social, economic, cultural and educational dimensions outline a generalized picture of gaming in the most important areas of its impact. This usually has a positive effect, but not always. That is why the article also touches on critical threads in relation to digital games. Due to such an approach, readers gain a broad perspective on this medium, necessary for its full understanding, practical use and possible further own research.
ISSN:2083-0998
2719-4078