Powered by OpenAIRE graph
Found an issue? Give us feedback
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Adam Mickiewicz Univ...arrow_drop_down
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
versions View all 1 versions
addClaim

Gry komputerowe jako medium komunikacji intrapersonalnej i interpersonalnej w świecie ponowoczesnym

Authors: Sikorska, Joanna;

Gry komputerowe jako medium komunikacji intrapersonalnej i interpersonalnej w świecie ponowoczesnym

Abstract

Stephen Kline, Nick Dyer-Witheford and Greig de Peuter, noting the peculiarity of the video game medium, point to the ever-increasing number of gamers and emphasize that games, as a component of the mediated environment of the 21st century, should become one of the fundamental elements of identity research in the digital domain. From a pedagogical point of view, it was therefore significant to gain insight into the language of gamers, the unprecedented forms of this language, its specific stylistics, but also the cultural transmission it carries. In my theoretical analysis and qualitative-quantitative empirical research, I have tried to show that the communication of gamers, although it works on the same basis as the communication of other users of cyberspace, due to the diversity and specificity of games, sometimes requires specific communicative competences - verbal and non-verbal. The lack of such competences may interfere with satisfying the needs that are important for the gamer: being competent, efficient, creative, transgressive, able to carry out the activities determined by the game independently, but also together with other members of the group (guild, clan, game discussion forum). What is important is not only the reception and transmission of messages, but also the specific, important for each gamer, aspect of intrapersonal communication, which enables, thanks to the interiorization of messages, the building of self-reflection and inner self-control of the individual.

Stephen Kline, Nick Dyer-Witheford i Greig de Peuter, zwracając uwagę na swoistość medium, jakim jest gra wideo wskazują też na nieustannie rosnącą liczbę graczy i podkreślają, że gry powinny tym samym, jako składnik zapośredniczonego środowiska XXI wieku, stać się jednym z zasadniczych elementów badań nad tożsamością w dziedzinie cyfrowej. Z pedagogicznego punktu widzenia znaczące było więc poznanie języka graczy, niespotykanych form tego języka, jego specyficznej stylistyki, ale też przekazu kulturowego, który z sobą niesie. W analizach teoretycznych oraz badaniach empirycznych o charakterze jakościowo – ilościowym, staram się pokazać, że komunikacja graczy gier wideo, choć działa na tych samych podstawach, na których opiera się komunikacja innych użytkowników cyberprzestrzeni to, ze względu na różnorodność i specyfikę gier, wymaga czasem specyficznych kompetencji komunikacyjnych – werbalnych i pozawerbalnych. Brak tych kompetencji może zakłócać zaspakajanie potrzeb ważnych dla gracza: bycia kompetentnym, sprawczym, kreatywnym, transgresyjnym, umiejącym realizować działania wyznaczane grą samodzielnie, ale też wspólnie z innymi członkami grupy (gildii, klanu, forum dyskusyjnego łączącego graczy). Istotnym elementem jest nie tylko odbiór i nadawanie komunikatów, ale też specyficzny, ważny dla każdego gracza, aspekt komunikacji intrapersonalnej umożliwiający, dzięki interioryzacji komunikatów, budowanie autorefleksji i wewnątrzsterowności jednostki.

Wydział Studiów Edukacyjnych

Related Organizations
Keywords

intrapersonal communication, komunikacja interpersonalna, gry wideo jako medium komunikacji graczy, video games as a communication medium of gamers, gracze gier wideo, intermedia relations of video game players, intermedialne relacje graczy gier wideo, video game players, komunikacja intrapersonalna, interpersonal communication

  • BIP!
    Impact byBIP!
    selected citations
    These citations are derived from selected sources.
    This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    0
    popularity
    This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
    Average
    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    Average
    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
    Average
Powered by OpenAIRE graph
Found an issue? Give us feedback
selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Beta
sdg_colorsSDGs:
Upload OA version
Are you the author of this publication? Upload your Open Access version to Zenodo!
It’s fast and easy, just two clicks!