Śmierć jako zabawa - człowiek w świecie gier komputerowych i sieciowych (spojrzenie socjopedagogiczne)
Abstract
Computer and online games are beginning to have an established place in everyday life of the young generation, especially among people of 12 to 16 years of age. Initially treated as entertainment, they often become a second virtual world, which strongly influences social behavior. The author presents an excerpt of scientific research on computer gamers, which has been implemented since 2004. He claims that there is a relationship between time spent on playing games and an increase in aggressive behavior. The study found that teenage players are exposed to numerous in-game acts of aggression, which are invariably brutal, sadist and destructive in nature. In multiplayer games, killing and deceit are the primary means of achieving success.
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Citation
Jędrzejko M., Śmierć jako zabawa - człowiek w świecie gier komputerowych i sieciowych (spojrzenie socjopedagogiczne), „Media i Społeczeństwo” 2011, nr 1, s. 165-179.