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Rozrywkowe skrzywienie - kiedy dokuczliwość społeczna gier komputerowych przekroczy dopuszczalny poziom?

Klimczuk, Andrzej (2006): Rozrywkowe skrzywienie - kiedy dokuczliwość społeczna gier komputerowych przekroczy dopuszczalny poziom? Published in: Homo Communicativus , Vol. 2, No. 4 (2008): pp. 103-111.

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Abstract

Computer games (video games) are becoming increasingly popular way to relax, or even to maintain social relationships with other people. However, they are not just only entertainment. Treated as a mass media become a source of income, knowledge and social problems, which may distort the reality presented in them. It may also become the basis for manipulation and propaganda, to serve the struggle for cultural dominance, and indicate social problems.

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