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Wzrost popularności gier typu „Second Life” przyczynił się nie tylko do znacznych przemian w rozwoju branży rozrywki elektronicznej. Upowszechnianie Games 2.0, nowego nurtu produkcji gier wideo które z założenia mają stanowić wirtualne światy zawierające treści tworzone przez...
Persistent link: https://www.econbiz.de/10010317279
Linden Lab studies massive online game "Second Life" unexpectedly gained worldwide fame after a few years after release. To the surprise of many game has met with great interest, despite the lack of promotional campaigns. It can be assumed that the reason why "second life" reached a wider...
Persistent link: https://www.econbiz.de/10015230187
More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their...
Persistent link: https://www.econbiz.de/10015230188
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...
Persistent link: https://www.econbiz.de/10015230190
Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated...
Persistent link: https://www.econbiz.de/10015230191
Z gier komputerowych (wideo) korzysta coraz więcej ludzi na całym świecie. Rozwój branży gier oznacza wzrastającą jej złożoność we wszystkich płaszczyznach. Nie tylko stale różnicują się treści przedstawiane w grach, ale też rośnie zróżnicowanie ich twórców,...
Persistent link: https://www.econbiz.de/10010317281
"Celem diagnozy było: - przeprowadzenie badań dostarczających pełnej i rzetelnej wiedzy z zakresu potrzeb kulturalnych mieszkańców woj. podlaskiego; - wskazanie głównych barier uczestnictwa w kulturze wysokiej; - ilościowo-jakościowe określenie wizerunku instytucji kulturalnych, w tym...
Persistent link: https://www.econbiz.de/10010317282
The purpose of diagnosis was: conduct studies that provide full and accurate knowledge of the cultural needs of the residents of Podlasie Voivodship; identify the main barriers to participation in high culture; quantitative and qualitative definition of cultural institutions image, including the...
Persistent link: https://www.econbiz.de/10015237292
Money Attitude Questionnaire is an original, Polish scale measuring cognitive, emotional and behavioral aspects of attitudes towards money. Because of its considerable length, in this paper I present a new, short version of this scale. The items were selected on the basis of factor loading and...
Persistent link: https://www.econbiz.de/10015237725
Contemporary, postmodern cities are cities of consumption, rather than of production. While for industrial cities typical spatial model was a factory, for consumption cities it is a shopping centre – a place where people can meet all their needs, not only by shopping and entertaining, but also...
Persistent link: https://www.econbiz.de/10015240275