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EN
In her report Francesca Tripodi analyses the attitudes and behaviour of individuals spread around the United States and who consider themselves as Christians, conservatives and Republicans. The conservatism in the account is characterised by several observed principles: an emphasized connection between faith and patriotism through repeated rituals like Christian prayer, the Pledge of Allegiance, and reciting the Virginia Republican Creed; the problem of separation of church and state and a need to protect racial and religious identity with subsidized defence strategies. In this ethnographic work, the author presents how two Republican groups are searching for the truth in the contemporary media environment. The author conducted several individuals who describe themselves as Christians, conservatives and Republicans and she analysed how they conceptualize truth. The findings of the work provide a new foundation for understanding the relationship between so-called „fake news“ and contemporary conservative political thought.
EN
Nowadays initiatives in the fields of media literacy such as youth participation, teacher training and curricular resources, parental support, policy initiatives, and evidence base construction - are very successful in growing the level of the critical thinking of the participants. However, there are still a few areas which need to be guided. Authors Monica Bulger and Patrick Davison make five recommendations for the development of the future of media literacy programming for educators, legislators, technologists, and philanthropists. On the other hand the report also warns against the contemporary treatment of media literacy as a panacea - in the way of how to deal with fake news.
3
100%
Acta Ludologica
|
2019
|
vol. 2
|
issue 2
83-85
EN
Review of: JOHNSON, G.: Developing Creative Content for Games. Boca Raton, FL : Taylor & Francis, 2019. 296 p. ISBN 978-1-4987-7766-7.
Acta Ludologica
|
2020
|
vol. 3
|
issue 2
93-94
EN
There is no doubt that influencers have enormous strength and power today. We can also increasingly see their importance in the game environment, as evidenced in recent weeks, for example, by the success of the game Among Us.
5
63%
EN
Karol Cagáň is president of the Slovak E-sport Association and currently also a partner at the event agency Yvents, which apart from many other events hosts by far the two biggest eSports events in Slovakia. As of November 2018 he was elected as president of the Slovak E-sports Association that he, together with his friends and partners, helped to establish. In his private life he is an outgoing person whom has a great passion for both psychology and worldly affairs.
EN
Maroš Brojo is the organizer of the annual event Fest Anča Game Days that introduces European digital games to the general public and provides space for game developers to meet together. He works for the Slovak Game Developers Association and he is the project coordinator of the New Talents promotional initiative at the Visegrad Animation Forum in the Czech Republic. As a curator he works at the Slovak Museum of Design, focusing on digital games and multimedia history, archiving and preservation. He is also a member of the Slovak Arts Council support program for multimedia and digital games.
EN
The aim of the presented paper is to define the current situation and attitudes of seniors related to the way they perceive selected current digital technologies, in particular, virtual reality. The digital technologies in question have significantly been widening the gap between the generation of younger people and seniors. It is defined in the first part of the presented paper. Subsequently, after presenting the theoretical basis, by applying the focus group method, the authors try to define how seniors perceive modern technologies, their positives, and negatives, how they feel when using them (threatened, enthusiastic) and what do they see as the biggest pitfalls that prevent them from using the technologies. To specify the topic in more detail, the authors focused on a specific technology – virtual reality (specifically VR headset - HTC Vive Pro, all the members of the focus groups had an opportunity to play three different VR games on it). The results of the research are also important for the development of digital game studies, as they provide closer insight into the behaviour of a specific age category, which is often excluded from the issue.
EN
It is no secret that the professional part of the sport industry is mostly funded by the amount of sponsor’s visibility to fans and means of getting their attention. Championships, leagues, challenges, shows and even bathroom selfies of athletes help to sell advertisement opportunities for brand managers to receive more views.
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