Second Life. Gry wirtualne – szansa czy zagrożenie?

dc.contributor.authorJęczeń, Jarosław
dc.date.accessioned2023-06-15T09:34:57Z
dc.date.available2023-06-15T09:34:57Z
dc.date.issued2012
dc.descriptionSummary translated by / Autor tłumaczenia streszczenia: Jarosław Jęczeń.pl_PL
dc.description.abstractRecent years have belonged to the generation of people whose basic form of entertainment is the digital play. For some people games may be the source of entertainment, information, education or even religious life in a deeper form and evangelization, whilst for others this is the way leading to isolation from the family and society, addiction, deterioration of the marriage life, depravation of parental rights, illness or even crime. Thus we can speak about chances as well as threats for mankind the virtual reality games bring about. The latter stem from the fact that games occupy a substantial part of the player’s life: the world of games; the virtual world intrudes into the real world so much, that the player is deprived of a part of his real life and on numerous occasions deprived of his „here and now” identity. The virtual world makes it possible to escape from one’s own identity through the construction of some other identity; the identity that is often irresponsible and hypocritical. It appears that the dividing line of understanding what the virtual world and new media should be has been violated. Where are the borders of the real and the virtual world? The answers to the questions are to be found in the subsidiary principle and the moral order in the real and the virtual world.pl_PL
dc.description.sponsorshipKatolicki Uniwersytet Lubelski Jana Pawła IIpl_PL
dc.identifier.citationRoczniki Nauk o Rodzinie i Pracy Socjalnej, 2012, T. 4(59), s. 313-320.pl_PL
dc.identifier.issn2081-2078
dc.identifier.urihttp://theo-logos.pl/xmlui/handle/123456789/8218
dc.language.isoplpl_PL
dc.publisherTowarzystwo Naukowe KULpl_PL
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Poland*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/pl/*
dc.subjectSecond Lifepl_PL
dc.subjectgry wirtualnepl_PL
dc.subjectgry komputerowepl_PL
dc.subjectzasada pomocniczościpl_PL
dc.subjectporządek moralnypl_PL
dc.subjectrozrywkapl_PL
dc.subjectinternetpl_PL
dc.subjectprzestępstwopl_PL
dc.subjectświat wirtualnypl_PL
dc.subjectświat realnypl_PL
dc.subjectczłowiekpl_PL
dc.subjectosobapl_PL
dc.subjectwolnośćpl_PL
dc.subjectmoralnośćpl_PL
dc.subjectvirtual gamespl_PL
dc.subjectcomputer gamespl_PL
dc.subjectsubsidiary principlepl_PL
dc.subjectmoral orderpl_PL
dc.subjectentertainmentpl_PL
dc.subjectcrimepl_PL
dc.subjectvirtual worldpl_PL
dc.subjectreal worldpl_PL
dc.subjecthumanpl_PL
dc.subjectpersonpl_PL
dc.subjectfreedompl_PL
dc.subjectmoralitypl_PL
dc.subjectszansapl_PL
dc.subjectchancepl_PL
dc.subjectzagrożeniepl_PL
dc.subjectdangerpl_PL
dc.titleSecond Life. Gry wirtualne – szansa czy zagrożenie?pl_PL
dc.title.alternativeSecond Life. Virtual Games – a Chance or a Threat?pl_PL
dc.typeArticlepl_PL

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