Rodzina współczesna wobec wirtualnej rzeczywistości – między rozrywką a uzależnieniem
dc.contributor.author | Gizella, Jerzy | |
dc.date.accessioned | 2019-06-07T10:04:09Z | |
dc.date.available | 2019-06-07T10:04:09Z | |
dc.date.issued | 2011 | |
dc.description.abstract | There are two definitions of the term Virtual Reality (VR) according to the VR pioneer, Jaron Lanier. The first definition refers to the visual programming technology (especially in computer games) which uses custom designed tools (like helmets, gloves and glasses) combined with special effects in order to achieve an illusion of physical space. The second meaning of the term VR encompasses all the elements of the „alternative” reality of cyberspace in which people communicate by means of different electronic devices. As such, VR allows those who participate in these interactions to manipulate and multiply their digital selves to such an extent as to loose their actual sense of self. VR technologies are used in a variety of professional capacities such as education, medicine, engineering, architecture and so on. Some negative consequences occur primarily with the overuse of VR for entertainment purposes (such as computer games) and include personality and behavioral changes in younger, adolescent users. There are also larger cultural infl uences to consider. The mind of a modern user of new technologies cannot keep up with the pace of societal changes, promoting behaviors which hinder communication, mutual understanding and cooperation. VR continues to affect the emotional, behavioral and sensory aspects of the psyche. The invasive persuasion of media and advertising influences people’s habits, opinions and ethics. One of the most disturbing cultural changes is the confusion of public and private spheres, Facebook friends for family and the substitution of cyberspace for home life. | pl |
dc.identifier.citation | Państwo i Społeczeństwo 2011, nr 3, s. 183-197. | pl |
dc.identifier.issn | 1643-8299 | pl |
dc.identifier.uri | http://hdl.handle.net/11315/25100 | |
dc.language.iso | pl | pl |
dc.publisher | Oficyna Wydawnicza AFM | pl |
dc.rights | Uznanie autorstwa-Użycie niekomercyjne-Bez utworów zależnych 3.0 Polska | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/pl/ | * |
dc.subject | family values | pl |
dc.subject | virtual reality | pl |
dc.subject | digital identity | pl |
dc.subject | persuasion | pl |
dc.subject | mind control | pl |
dc.subject | computer games | pl |
dc.subject | social psychology | pl |
dc.subject | personality disorders | pl |
dc.subject | behavioral disorders | pl |
dc.subject | cognitive science | pl |
dc.subject | entertainment | pl |
dc.subject | infotainment | pl |
dc.subject | cyberspace | pl |
dc.subject | communication | pl |
dc.subject | cultivation theory | pl |
dc.subject | advertising | pl |
dc.subject | propaganda | pl |
dc.subject | media bias | pl |
dc.subject.other | Pedagogika | pl |
dc.subject.other | Psychologia | pl |
dc.subject.other | Socjologia | pl |
dc.title | Rodzina współczesna wobec wirtualnej rzeczywistości – między rozrywką a uzależnieniem | pl |
dc.type | Artykuł |
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