Rozrywkowe skrzywienie - kiedy dokuczliwość społeczna gier komputerowych przekroczy dopuszczalny poziom?
[Entertainment Curvature - When Social Bothersome of Computer Games Will Cross Acceptable Level?]
AbstractComputer 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.
Download InfoIf you experience problems downloading a file, check if you have the proper application to view it first. In case of further problems read the IDEAS help page. Note that these files are not on the IDEAS site. Please be patient as the files may be large.
Bibliographic InfoPaper provided by University Library of Munich, Germany in its series MPRA Paper with number 36098.
Date of creation: 21 Nov 2006
Date of revision:
Publication status: Published in Homo Communicativus 4.2(2008): pp. 103-111
Mass media; Computer games; Social problems; Maturing content; Serious games;
Find related papers by JEL classification:
- L82 - Industrial Organization - - Industry Studies: Services - - - Entertainment; Media
- Z1 - Other Special Topics - - Cultural Economics
- L86 - Industrial Organization - - Industry Studies: Services - - - Information and Internet Services; Computer Software
You can help add them by filling out this form.
reading list or among the top items on IDEAS.Access and download statisticsgeneral information about how to correct material in RePEc.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: (Ekkehart Schlicht).
If references are entirely missing, you can add them using this form.