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...
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| Main Author: | |
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| Format: | Article |
| Language: | deu |
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Wydawnictwo Naukowe Chrześcijańskiej Akademii Teologicznej w Warszawie (Scientific Publishing House of the Christian Academy of Theology in Warsaw)
2020-12-01
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| Series: | Studia z Teorii Wychowania |
| Subjects: | |
| Online Access: | http://sztw.chat.edu.pl/gicid/01.3001.0014.6559 |
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| 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. |
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| ISSN: | 2083-0998 2719-4078 |