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Zastosowanie koncepcji kapitału społecznego w badaniach ludologicznych. Przykład branży gier komputerowych

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Author Info

  • Klimczuk, Andrzej

Abstract

Z gier komputerowych (wideo) korzysta coraz więcej ludzi na całym świecie. Rozwój branży gier oznacza wzrastającą jej złożoność we wszystkich płaszczyznach. Nie tylko stale różnicują się treści przedstawiane w grach, ale też rośnie zróżnicowanie ich twórców, użytkowników, badaczy i opinii publicznej. Celem artykułu jest zwrócenie uwagi na możliwość wykorzystania koncepcji kapitału społecznego w badaniach ludologów oraz w podnoszeniu jakości gier i współpracy między środowiskami związanymi z grami. Kapitał społeczny jest tu rozumiany jako potencjał współdziałania osadzony w powiązaniach międzyludzkich i normach społecznych, który może przynosić korzyści osobom, grupom i społeczeństwom. Przybliżone zostały: główne cechy tej wielowymiarowej kategorii; istotne różnice między kapitałem ludzkim, społecznym i kulturowym; oraz pozytywne i negatywne skutki oddziaływania kapitału społecznego." -- More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists’ research as well as in improving the quality of games and of the cooperation between social environments related with games. Social capital is understood here as a potential of interactions embedded in interpersonal ties and social norms, which can bring advantages for individuals, groups and societies. The author takes a closer look on: the main features of this multi-dimensional category; significant differences between human, social and cultural capital; as well as the positive and negative influences of social capital.

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File URL: http://econstor.eu/bitstream/10419/77955/1/Andrzej_KLIMCZUK_-_Zastosowanie_koncepcji_kapitalu_spolecznego_w_badaniach_ludologicznych._Przyklad_branzy_gier_komputerowych.pdf
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Bibliographic Info

Article provided by ZBW - German National Library of Economics in its journal EconStor Open Access Articles.

Volume (Year): (2010)
Issue (Month): ()
Pages: 51-59.

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Handle: RePEc:zbw:espost:77955

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Keywords: Social capital; Human capital; Cultural capital; Games industry;

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