
Socio-cultural potential of digital games. A (possibly) holistic approach
Author(s) -
Damian Gałuszka
Publication year - 2020
Publication title -
studia z teorii wychowania
Language(s) - English
Resource type - Journals
eISSN - 2719-4078
pISSN - 2083-0998
DOI - 10.5604/01.3001.0014.6559
Subject(s) - perspective (graphical) , relation (database) , phenomenon , sociology , cultural phenomenon , epistemology , computer science , social science , artificial intelligence , philosophy , database
Digital games are a well-recognized and willingly used medium nowadays. People of different ages and social status play games. However, players become entangled in the increasingly complex culture of digital games that during its development surpassed leisure-time, ludic spaces and revealed its potential in different domains of socio-cultural life. This review article takes a holistic, sociological perspective on the phenomenon of digital games. The discussed topics in the social, economic, cultural and educational dimensions outline a generalized picture of gaming in the most important areas of its impact. This usually has a positive effect, but not always. That is why the article also touches on critical threads in relation to digital games. Due to such an approach, readers gain a broad perspective on this medium, necessary for its full understanding, practical use and possible further own research.