Children, Parents, and Breaches in the Wall

Gałuszka, D. (2017). Gry wideo w środowisku rodzinnym. Diagnoza i rekomendacje. Kraków: Libron.


Abstract

Video games have been one of the most popular media for a long time. They are easily accessible and appear massively in the general consciousness and real space – whether in the form of entertainment, presence through ads, or government programmes supporting gaming industry. The phenomenon of this medium affects many sectors of the individual’s life, including the family. It is the basic social unit that turns out to be a field for interesting research on the impact of video games on young audiences. Damian Gałuszka in his book Gry wideo w środowisku rodzinnym Diagnoza i rekomendacje [Video Games in a Family Environment: Diagnosis and Recommendations] (2017) goes even further – he indicates the contemporary problems of Polish families with the help of games and discovers, using sociological analyses, the state of awareness and the way of thinking of Polish parents.

Keywords

Damian Gałuszka; media education; video games; family; sociology

Bobrowski, M., Rudzińska-Szary, P., Krampus-Sepielak, A., Śliwiński, M., Rudnicki, S. (2017). Kondycja polskiej branży gier ‘17. Raport 2017. Kraków: Krakowski Park Technologiczny. Pobrane z: http://www.kpt.krakow.pl/wp-content/uploads/2018/03/kondycja-polskiej-branzy-gier17.pdf.

CD Projekt RED. (2015). Wiedźmin 3. Dziki Gon [gra wideo]. Warszawa: CDP.PL.

DiGRA. (b.d.). About us. Pobrane z: http://www.digra.org/the-association/about-us/.

Gałuszka, D. (2017). Gry wideo w środowisku rodzinnym. Diagnoza i rekomendacje. Kraków: Wydawnictwo Libron.

Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., Vitak, J. (2008). Teens, video games, and civics: Teens’ gaming experiences are diverse and include significant social interaction and civic engagement. Pobrane z: http://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/.

Marak, K., Markocki, M. (2016). Aspekty funkcjonowania gier cyfrowych we współczesnej kulturze. Studia przypadków. Toruń: WN UMK.

Marczak, G. (2018, 17 września). Kraśko i Rusin w żenującej rozmowie w TVN o esporcie. Pobrane z: https://antyweb.pl/tvn-program-o-esport/.

Mediakix. (2018). The mobile gaming industry: Statics, revenue, demographics and more. Pobrane z: http://mediakix.com/2018/03/mobile-gaming-industry-statistics-market-revenue/#gs.b948RPc.

Michael, D. R., Chen, S. (2005). Serious games: Games that educate, train, and inform. Boston, MA: Muska & Lipman, Premier-Trade.

Radzewicz, M. (2017). Kampania społeczna Programuj. Pobrane z: https://www.spidersweb.pl/2017/02/kampania-spoleczna-programuj-gov-pl.html.

Riot Games. (2017). League of legends. Culver City, CA: Riot Games.


Published : 2019-07-24


Flamma, A. (2019). Children, Parents, and Breaches in the Wall. Dzieciństwo. Literatura I Kultura, 11, 237-247. https://doi.org/10.32798/dlk.21

Adam Flamma  adam.flamma@dsw.edu.pl
https://orcid.org/0000-0002-0003-242X

Adam Flamma – PhD, works at the Faculty of Social and Technical Sciences at the University of Lower Silesia in Wrocław (Poland). His research interests include cultural and communicational aspects of video games, their history and personology. Contact: adam.flamma@dsw.edu.pl.






Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

Open Access Policy

All articles presented on the pages of ”Dzieciństwo. Literatura i Kultura” are published in open access under a Creative Commons license - Attribution 4.0 International (CC BY 4.0). It means that:

  •  they can be made available and quoted under the condition of explicit and clear indication of the author/authors of the referenced text;
  • you cannot use legal or technological means that would limit others in using the text under the terms of the license.

More information: https://creativecommons.org/licenses/by/4.0/