DC pole | Wartość | Język |
dc.contributor.author | Huk, Tomasz | - |
dc.date.accessioned | 2019-04-19T08:02:22Z | - |
dc.date.available | 2019-04-19T08:02:22Z | - |
dc.date.issued | 2019 | - |
dc.identifier.citation | The New Educational Review, Vol. 55 (2019), s. 160-169 | pl_PL |
dc.identifier.issn | 1732-6729 | - |
dc.identifier.uri | http://hdl.handle.net/20.500.12128/8914 | - |
dc.description.abstract | The article presents a meta-analysis of the social context of benefits achieved
by people in a new, yet not well-researched activity in electronic sports. The
presented historical background of eSport and the dilemmas of the highly
polarised scientific community, in which there are as many supporters as opponents
of the recognition of eSport as a sport, have become a basis for describing
this phenomenon in the context of the theory of use and gratification. Thus,
based on the few eSport studies carried out, the human benefits related to
cognitive and social development, identity development and participation in
entertainment were determined. | pl_PL |
dc.language.iso | en | pl_PL |
dc.rights | Uznanie autorstwa-Użycie niekomercyjne 3.0 Polska | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc/3.0/pl/ | * |
dc.subject | eSport | pl_PL |
dc.subject | cognitive benefits | pl_PL |
dc.subject | social benefits | pl_PL |
dc.subject | identity | pl_PL |
dc.subject | entertainment | pl_PL |
dc.subject | escapism | pl_PL |
dc.title | The Social Context of the Benefits Achieved in eSport | pl_PL |
dc.type | info:eu-repo/semantics/article | pl_PL |
Pojawia się w kolekcji: | Artykuły (WNS)
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