Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Refine search results

Journals help
Authors help
Years help

Results found: 48

first rewind previous Page / 3 next fast forward last

Search results

Search:
in the keywords:  games
help Sort By:

help Limit search:
first rewind previous Page / 3 next fast forward last
PL
Wraz z rozwojem internetu powstaje coraz więcej społeczności wirtualnych, którychczłonkowie pozostają ze sobą w bliskich, a nawet zażyłych relacjach. Wśród podstawowychcech społeczności wirtualnych wymienia się aprzestrzenność, asynchroniczność,acielesność, astygmatyczność i anonimowość, a członkostwo w nich jest zazwyczaj zamierzone.Jedną z takich grup stanowi społeczność graczy, o której dzięki prężnie rozwijającemusię e-sportowi zaczyna się coraz więcej pisać i mówić. Posiada ona wszelkiecechy społeczności wirtualnej. Jej członkowie komunikują się między innymi za pomocąforów internetowych, komunikatorów i poczty elektronicznej. Łączą ich różnego rodzajuwięzi, poczucie przynależności i solidarności, a także wspólna pasja, którą stanowi granie,zazwyczaj w konkretną grę sieciową. Tym, co wyróżnia ich spośród innych internautów,jest specyficzny slang. Rozmawiają oni między sobą również na tematy inne niż dotyczącegier, a także spotykają się w realnym świecie – co przeczy początkowo przypisanej im anonimowości.Eventy, zawody (w tym wszelkie turnieje, a nawet mistrzostwa świata) i zlotysprzyjają nawiązywaniu przez graczy jeszcze bliższych relacji, które trwają nawet po tym,jak skończą swoją przygodę z konkretną grą.
2
Publication available in full text mode
Content available

Gry a wzajemność

100%
EN
This paper presents the issue of reciprocity in the context of games. Reciprocity is one of the central problems of numerous concepts explaining social relations. It starts from the ancient principle of reciprocity (do ut des − I give that you may give) and end with contemporary theories of interactionism, theories of social exchange or the philosophy of the meeting. What is common in various concepts of games is a condition of reciprocity. The principle of reciprocity holds a prominent position in various concepts of games. There are various concepts of reciprocity and various concepts of principle of reciprocity. Regarding concepts of games, the principle of reciprocity may be expressed as the norms of the social life inducing the people to symmetrical behavior.
EN
The article author presents her own project of teaching Polish as an inherited or second language to children aged 5 to 9. It is based on the constructivist theory of teaching, Ingarden’s theory of literary work cognition and Polish literary texts. The essential part of this project is education through various games that systematize the material presented during each lesson. The author highlights the importance of enactive text cognition, passing from an object recognized through various senses to its symbolic representation, from literality to metaphor. The literary text becomes yet another source of language experience for children.
EN
Along with the development of the Internet, more and more virtual communities are beingformed, whose members remain in close, and even intimate relations. Among thebasic characteristics of virtual communities are its aspaciousness, asynchronicity, acorporeality,astigmaticity and anonymity. What is important, the membership in a virtualcommunity is most often intentional. One of such groups is the community of gamers,which is, thanks to the dynamically developing e-sport, more and more frequently talkedand written about. It has all the characteristics of a virtual community. Its members communicate with each other by means of Internet forums, communicators and e-mails. Onecan observe the existence of a certain kind of relationships, a sense of belongingness andsolidarity. They share the same passion, which is to play, usually in a specific networkgame. What distinguishes them from other Internet users is their specific slang. They alsoconverse on subjects other than games, and meet in the real world – which contradicts theanonymity initially assigned to them. Events, competitions (including all kinds of tournaments,and even world championships) and rallies are conductive to establishing evencloser relationships between the gamers, which last even after their adventure with thespecific game is over.
XX
Australian physical education (PE) is experiencing its second national curriculum reform attempt, with schools around the country at various stages of exploration and implementation of the Curriculum for Health and Physical Education (Australian Curriculum and Assessment Authority, 2014). This paper explores some of the challenges in physical education curriculum implementation past and present. The PE teacher is explained as the key architect of curricula at the school level and therefore the challenge of new curriculum implementation is not so much in the ‘rolling out’ of the artefact but in developing the subject expertise of PE teachers to be able to bring to life the curriculum expectation in the situated realities of the everyday pragmatics of the PE teacher. Principally, I argue the PE teacher must see their role as that of educational designer.
6
Content available remote

Vis comica w komediach Publiusza Terencjusza Afera

88%
EN
During ludi gladiator fights, the Romans enjoyed chariot races, wild hunts, staged sea battles and circus and theatre performances. Terence’s comedies were also put on the stage during these games. Six of his plays, which the Roman people applauded as spectators in the years 166–160 BC, have been preserved to date. They are: Andria (The Andrian Girl), Hecyra (The Mother-in-Law), Heauton timoroumenos (The Self-Tormentor), Eunuchus (The Eunuch), Phormio, Adelphoe (The Brothers). According to the assumptions of the text, all these plays have been analyzed with regard to the comic force (vis comica) they contain. The plot, characters and language of his plays have become an area of research in this context. The reason for choosing Terence and his comedies for the present research is the fact that he is an author who has been read, commented upon, analyzed, published, copied and staged – not only throughout antiquity, but also from the Middle Ages to modern times. His plays were read and staged in both the times of pagan and Christian traditions. The vis comica they contain has undoubtedly contributed to the great popularity of Terence and interest in his works throughout centuries. The conducted research has also confirmed that this writer also influenced the process of development of comedy as a literary genre in later centuries.
EN
The study assumes that a feeling of meaningfulness of the world and life is an important part of the development of personality of a child and an adolescent. The study presents several other studies that show how the experienced meaningfulness influences the health and the quality of life in the early years. An adolescent sometimes brings the question of the meaning of life to existential limits; he/she seeks his/her own identity. This process is often accompanied by inner shocks. Even children need to understand meaningful contexts and connections. Meaning of life is also one of the goals of upbringing and education. The article presents a short overview and a description of psychological techniques and games that concentrate at the meaning of life. They are not concrete instructions, but types of activities that can be of benefit by the work with children and youth. Games are suitable means, because they are part of the lives of children and at same time they present one of the important means of upbringing and education.
SK
Štúdia vychádza z predpokladu, že pocit zmysluplnosti sveta a života je dôležitou súčasťou vývoja osobnosti dieťaťa a dospievajúceho. Podáva viaceré výskumy, ktoré poukazujú na to, ako prežívaná zmysluplnosť vplýva v mladom veku na zdravie a kvalitu života. Dospievajúci niekedy vyhrocuje otázku o zmysle života až existenciálne, hľadá vlastnú identitu, čo je neraz sprevádzané vnútornými otrasmi. Už deti potrebujú chápať zmysluplné súvislosti. Zmysel života je aj jedným z cieľov výchovy. Článok podáva stručný prehľad a popis psychologických techník a hier zameraných na zmysel života. Nejde o konkrétne podrobné návody, ale o typy činností, ktoré môžu pri práci s deťmi a mládežou byť prínosom. Hra ako prostriedok je vhodná preto, lebo je neoddeliteľnou súčasťou života detí a zároveň je jedným z dôležitých prostriedkov výchovy.
EN
Aim. The research aim is to present the most common games citizens play, a description of the main game theses and roles, psychological gains and rewards, paradigms of relations between the citizen and the state, which determine the emergence of the game, as well as opportunities to quit the game. Methods. To achieve the goal, a system of general scientific methods was used: analysis and generalisation of the main provisions of source studies regarding citizenship and the social role of the citizen, systematisation and generalisation of scientific provisions about games, as well as methodological provisions of Berne's transactional analysis. Results. 43% of Ukrainian citizens engage in "game" interaction with the state. The most common games citizens play are: "Persecution" ("The state oppresses me"), "Offended" ("If it wasn’t for this state…"), "Parasite" ("The state owes me and should keep me"), "Patriot" ("Only I love Ukraine, all others are traitors"), "Exemplary citizen" ("I perform my civic duties better than anyone"). Conclusions. Implementation of the role of a Citizen can lead to both constructive relations with the state and surrogate relations, which lead to various psychological games-manipulations. The developed system of psychological consulting practices for the prevention of civic identity "game" deformations can be used in the process of psychological support of civic identity formation in the development of complex training, and corrective activities, as well as in the educational process when creating programs of civic education and the development of civic competencies.
9
88%
|
2018
|
vol. 1
|
issue 1
40-51
EN
Pathological gambling is one of the addictions that is widespread in our society, but despite its seriousness, it does not receive sufficient attention. The economic consequences of pathological gambling are comparable to other addictions, although in the overall context, their economic impact is much greater. The social consequences of pathological gambling are even greater than in case of other addictions, as pathological gamblers mostly have a family, and because of their dependence, their family often becomes dysfunctional, with all the related consequences. There exist several effective treatment approaches to treat pathological gambling, as in the case of substance dependencies. For an understanding of pathological behaviour in online games and digital games, it is also necessary to understand the development of related phenomenon – pathological gambling. The aim of this article is to briefly describe pathological gambling and co-dependence.
PL
This paper analyzes the contemporary context of nostalgia, recollection and narration of childhood events on the basis of field notes collected by means of different methodological techniques. The narrative quest for the past produces interpretations of past events and experiences and opens the space to the feeling of nostalgia, or nostalgic stories. This paper aims to present a small portion of the captured everyday life in which games and toys appear as any other subobject or pseudoobject of nostalgia, but with a distance from one’s own childhood experience. We utilize Donald Braid’s approach which opens the space for observing the transmission of oral personal narratives and the transmission of emotions in and through language.
EN
The author tackles the subject of children’s literature, described by Jerzy Cieślikowski as “children’s folklore”. Her area of interest centres mainly around poetry addressed to children, which is considered the closest form of literature to this age group. Poetry refers to forms of activity natural for children: rhythmic movement, rhyming, singing, creating new words, asking questions, etc. The article points to the educational role of language games (plays) in poetry, which both answer children’s natural developmental needs and stimulate their linguistic competencies. The first part of the article discusses the sources of language play in poetry. The author highlights the role of the works of Jan Brzechwa and Julian Tuwim, who in the 1930s were the first to employ word play, unconventional use of idioms and proverbs, and nonsensical linguistic associations. They became a source of inspiration for contemporary children’s poets. The paper further analyses selected poems whose common feature is the use of language games not only to entertain but to educate and inspire creativity.The poems were divided into the following categories: poems-plays on sounds (letters), poems- plays on rhyme and rhythm, poems-plays on words, poems-plays on idioms and proverbs, poems-questions and poems-associations. The conclusion points to the role of adults as guides in the world of poetry for children and their role in preparing children to receive and understand the message of poetry.
Homo Ludens
|
2015
|
issue 1(7)
145-158
PL
Idea ludoteki, instytucji sprawnie funkcjonującej w różnych krajach, jest w Polsce słabo znana, zarówno od strony teoretycznej, jak i praktycznej. Istnieje niewiele bibliotek udostępniających gry, a instytucji, które zajmowałyby się wyłącznie tym, nie ma wcale. Artykuł ukazuje funkcje pełnione przez gry i zabawy w instytucjach kultury. Przedstawia również zawód ludotekarza jako połączenie profesji pedagoga, ludologa i bibliotekarza. Celem tekstu jest też wykazanie, jakie korzyści przynoszą ludoteki nie tylko użytkownikom, lecz także ludologom i twórcom gier. Jeśli nie da się spełnić postulatu utworzenia w Polsce ludotek funkcjonujących samodzielnie, warto przyjrzeć się pomysłowi szerokiego wprowadzenia gier i zabawek do innych instytucji.
EN
The concept of the toy library – a well-functioning institution in many countries – is little known in Poland, both in theoretical and practical terms. There are few libraries that enable access to games, and no library is devoted exclusively to this purpose. The paper presents the functions that games and play have in cultural institutions. Furthermore, the article depicts the occupation of the toy librarian as a combination of three professions: educator, game researcher and librarian. The aim is also to demonstrate the benefits that toy libraries bring to users as well as to game scholars and designers. If it is not possible to organize toy libraries in Poland, it is worth considering the idea that games should be made available in traditional libraries and other institutions.
EN
The objective of this study is to investigate the appropriation of digital technologies in processes of identity elaboration and sociability in a group of poor urban workers living in Rio de Janeiro, Brazil. The article presents an ethnographic study of LAN houses – the Brazilian cybercafés - focusing on technological uses and their connection with issues such as the role of games as a motor of local sociability and the appropriation of digital technologies as a way of elaborating identities and classifications, through social distinction and cultural tastes. The influence of Internet centers’ attendants was analyzed in connection with the consumption of cultural products such as games and musical styles. The results showed the use of these products in the process of elaboration of local youngsters’ social classifications. The study reveals in what ways game motivation and musical style choices are collectively molded, highlightening the importance of group distinctions and belonging.
XX
W ciągu ostatnich lat, wraz ze wzrostem roli różnego rodzaju mediów społecznościowych na rynku projektowania oprogramowania pojawił się nowy trend – gryfikacja, której głównym celem jest zwiększenie zaangażowania użytkownika w pracę z programem komputerowym. Gryfikacja oznacza wykorzystanie mechaniki oraz technik znanych z różnego rodzaju gier (m.in. planszowych, fabularnych czy komputerowych) w celu zwiększenia zaangażowania użyt-kownika w wykonywanie różnego rodzaju czynności w sytuacjach niebędących grami, szczegól-nie, gdy są one uważane za nudne lub rutynowe. Gryfikacja jest interesującym trendem, który może mieć bardzo pozytywny wpływ na zwiększenie doświadczeń użytkownika (user experience) oraz jego zaangażowanie w pracę z systemem. Należy jednak podkreślić, że grywalizacja nie może być traktowana jako remedium na wszystkie problemy relacji użytkownik – aplikacja. Źle zaprojektowany interfejs może w znaczący sposób utrudnić korzystanie z nawet najbardziej interesującego (z punktu widzenia użytkowników) programu. Niniejszy artykuł stanowi próbę analizy tego trendu w aspekcie aplikacji użyteczności pu-blicznej.
EN
Constant changes in the world economy force organizations to improve the ways of their operations whereas governments of the countries are compelled to improve public policies. The contemporary times bring transformations in all areas of the activity of the organization and the society. Knowledge emerges as a uniquely precious resource for the present organization, contributing to the development of knowledge-based economy. Innovators need an extensive knowledge base, because more and more often such innovations come into being that require knowledge originated from different areas and disciplines. Organizations face the need for inte-grating various types of knowledge, with particular reference to tacit knowledge. One of the knowledge development criteria in the organization (especially for innovative processes) is research and development activity. For good innovative practices it is necessary to have a comprehensive understanding of what the purpose of scientific research is and what needs it should satisfy. A natural area of the cooperation between the research and development sphere with the industry is applied research whose results can be potentially interesting for the industry. This article presents theoretical aspects and the practical dimension of knowledge policy and its influence on research and development activity
Avant
|
2018
|
vol. 9
|
issue 3
101-125
EN
The main aim of the text is to show how a game of Go (Weiqi, baduk, Igo) can serve as a model representation of the ontological-metaphysical aspect of the actor-network theory (ANT). An additional objective is to demonstrate in return that this ontological-metaphysical aspect of ANT represented on Go/Weiqi game model is able to highlight the key aspect of this theory-onto-methodological praxis.
Marketing i Rynek
|
2013
|
vol. 20
|
issue 10
25-31
PL
Celem pracy jest przedstawienie, na czym polega jeden z najnowszych trendów marketingowych zwany grywalizacją, a także analiza gier stosowanych w grywalizujących systemach pod względem ich struktury i mechanizmów działania, z uwzględnieniem wpływu, jaki wywierają gry na psychikę i zachowanie graczy. Zwrócono również uwagę na przeniesienie grywalizacji i gier na grunt działań marketingowych.
EN
The goal of work is to present the functioning of one of the latest marketing trends known as gamification, the analysis of games used in gamification systems in terms of their structure and mechanisms, with attention to influence on the psychology and behaviour of the players. Attention was given also to the transferring gamification and games to the area of marketing activities.
Avant
|
2017
|
vol. 8
|
issue 3
PL
Celem podstawowym tekstu jest pokazanie, w jaki sposób gra w Go może posłużyć za modelowe przedstawienie ontologiczno-metafizycznego aspektu teorii aktora-sieci (ANT). Dodatkowym celem jest pokazanie i uwypuklenie kluczowego dla tej teorii aspektu onto-metodologicznej praxis.
EN
The main aim of the text is to show how a game of Go (Weiqi, baduk, Igo) can serve as a model representation of the ontological-metaphysical aspect of the actor-network theory (ANT). An additional objective is to demonstrate in return that this ontological-metaphysical aspect of ANT represented on Go/Weiqi game model is able to highlight the key aspect of this theory – onto-methodological praxis.
Avant
|
2017
|
vol. 8
|
issue 3
EN
The main aim of the text is to show how a game of Go (Weiqi, baduk, Igo) can serve as a model representation of the ontological-metaphysical aspect of the actor-network theory (ANT). An additional objective is to demonstrate in return that this ontological-metaphysical aspect of ANT represented on Go/Weiqi game model is able to highlight the key aspect of this theory – onto-methodological praxis.
PL
Celem podstawowym tekstu jest pokazanie, w jaki sposób gra w Go może posłużyć za modelowe przedstawienie ontologiczno-metafizycznego aspektu teorii aktora-sieci (ANT). Dodatkowym celem jest pokazanie i uwypuklenie kluczowego dla tej teorii aspektu onto-metodologicznej praxis.
PL
Edukacja menedżerów w zakresie rachunkowości
first rewind previous Page / 3 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.