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EN
The article discusses the diagnostics and correction of computer game addiction among pupils of younger teenage age. The experience of work in the Belgorod region is described. To solve the problem in Belgorod region it was launched a project aimed at prevention of game addiction among teenagers. In the frames of the project the monitoring of identification of children’s game addiction was conducted. Monitoring helped to identify potential project participants – city schools, rural and village: rural schools Tavrovsky, Yakovlevskoye village school, and school №43 in Belgorod. Among the teachers of these educational establishments it was conducted a study to identify the characteristics of the socio-cultural environment of the education institution. The diagnostic tool for pupils of younger teenage age was selected. In preparation for diagnostics a training seminar for school administrators, deputy directors on educational work, teachers-psychologists, social teachers, teachers of educational organizations was held. Pilot study involved 878 people (parents, teachers, students in their early teenage years (5–7-th classes), among them 480 children. The study showed that more than half of the surveyed younger adolescent students have expressed different degrees of symptoms depending on computer games, as evidenced by the parents’ questionnaires. School education programmes are not effective enough in terms of working with children with addictions, teachers do not fully use the technology of work with such students. The analysis of the results and perspectives of the study is made. In order to prevent game addiction special work not only with students, but also with teachers and students’ parents should be organized. For teachers and parents training materials should be developed in the form of answers to the most frequently asked questions that they ask teachers on the subject of game addiction of children. For teenagers training materials should be developed in the form of advice for the teenager who is interested in a computer game.
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O opozycji hardcore /casual

84%
PL
Artykuł poświęcony jest analizie problemów związanych z dychotomią hardcore/casual, która używana jest powszechnie w dyskursie związanym z grami wideo. Wskazane są dwa typy problemów: globalne, związane ze znaczeniem obu terminów, oraz lokalne, związane z przekładem tych terminów na język polski. Twierdzę, że najważniejszym powodem niejasności jest dwuznaczność terminu „hardcore”. W jednym znaczeniu odnosi się on do zaangażowania kulturowego graczy, w drugim do zaangażowania kognitywnego podczas gry. Wskazuję, w jaki sposób rozróżnienie tych sensów objaśnia dychotomię H/C oraz dlaczego może ono stanowić podstawę polskiego przekładu obu tych terminów.
EN
The paper analyzes problems associated with the hardcore/casual dichotomy which is commonly used in current discourse surrounding video games. Two types of problems are differentiated: global problems concerning the meaning of both terms, and local problems concerning the correct translation of both terms into Polish. I suggest that the most important source of confusion is the ambiguity of the term “hardcore.” In one sense it means the cultural engagement of players; in the other sense it means their cognitive engagement during play. It is shown how honoring this distinction explicates the H/C opposition and why it may form the basis for the Polish translation of both terms.
EN
The article discusses the concept of video game mods, their importance for the gaming industry and selected legal aspects from the point of view of Polish law and End User License Agreements (EULA). The conclusion is that in the current legal state it is the EULAs that determine the legal status of mods by regulating the rights of game developers to mods created by gamers. Mods are a complex phenomenon, which makes their unambiguous legal classification difficult. Because of their popularity and impact on the video game industry, developers seek legal standing to use mods.
PL
Artykuł omawia pojęcie modów do gier wideo, ich znaczenie dla branży gamingowej oraz wybrane aspekty prawne z punktu widzenia prawa polskiego, a także umów licencyjnych użytkownika końcowego (EULA). Wnioskiem końcowym jest, że w aktualnym stanie prawnym to EULA wyznaczają status prawny modów poprzez regulowanie praw deweloperów gier do modów stworzonych przez graczy. Mody są zjawiskiem złożonym, co utrudnia ich jednoznaczną klasyfikację prawną. Z uwagi na ich popularność i wpływ na branżę gier wideo deweloperzy dążą do zapewnienia sobie prawnej możliwości korzystania z modów.
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