@misc{Sahaj_Tomasz_Od, author={Sahaj, Tomasz}, howpublished={online}, publisher={Zielona Góra: Lubuskie Towarzystwo Naukowe}, language={pol}, abstract={The aim of this article is to present the dynamically developing phenomenon of gaming against the background of the broader social reality. Electronic games (computer games, console games, etc.) are a phenomenon of contemporary digital culture, which allow players to interact in the real and virtual worlds. Such games are used for more than just entertainment: they are part of practical applications used in medicine and rehabilitation, recreation and sport. E-sports is an expression of global trends. It is also a simulacrum of traditional sport, which imitates it in many respects but also establishes new social relationships. E-sports is slowly making its way into secondary and higher education, emerging as an integral component of modern physical education and professional sport.}, title={Od rekreacji do e-sportowej profesjonalizacji. Kulturowo-społeczne aspekty gier elektronicznych = From recreation to e-sports professionalization. Cultural and social aspects of electronic games}, type={artykuł}, keywords={gry elektroniczne, e-sport, kultura, społeczeństwo, electronic games, e-sports, culture, society}, }