Rozrywkowe skrzywienie - kiedy dokuczliwość społeczna gier komputerowych przekroczy dopuszczalny poziom?
Entertainment Curvature - When Social Bothersome of Computer Games Will Cross Acceptable Level?
Andrzej Klimczuk ()
MPRA Paper from University Library of Munich, Germany
Abstract:
Computer games (video games) are becoming increasingly popular way to relax, or even to maintain social relationships with other people. However, they are not just only entertainment. Treated as a mass media become a source of income, knowledge and social problems, which may distort the reality presented in them. It may also become the basis for manipulation and propaganda, to serve the struggle for cultural dominance, and indicate social problems.
Keywords: Mass media; Computer games; Social problems; Maturing content; Serious games (search for similar items in EconPapers)
JEL-codes: L82 L86 Z1 (search for similar items in EconPapers)
Date: 2006-11-21
References: View complete reference list from CitEc
Citations: View citations in EconPapers (5)
Published in Homo Communicativus 4.2(2008): pp. 103-111
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Persistent link: https://EconPapers.repec.org/RePEc:pra:mprapa:36098
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