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Search for: [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."]

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