The objective of the research was to assess video games related to the Russian-Ukrainian war and categorise them as media tools. The study revealed that computer games are a distinctive and practical medium for journalism. They help to dismantle the opposing side's narratives and disseminate information globally about the situation in Ukraine. Video games can help Ukrainian society convey to the world the consequences of Russian aggression.
The paper offers a case study of the Marianske Lazne administration as an example of the New Public Governance (NPG) approach ed in the Czech Republic. The focus is on the particular pillars representing the features of NPG. Until now, five months after the general election, the particular attention of the Pirate Party on the determinants of NPG objectives could be observed through: making all meetings of the board's expert commissions accessible for the general public; publishing all documents discussed by the town's council on the internet; making all the town's banking accounts transparent; creating a department of internal audit separated from the rest of the administration; granting the status of a permanent guest at the board's meetings to a representative of the opposition; doubling the frequency of the council's meetings; preparing new rules of procedure facilitating the participation of citizens in the council's meetings; strengthening the communication channels between the council on the one hand and the chairpersons of expert commissions and directors of municipal organisations on the other; cancelling the positions with unclear benefits for the town; and making the rules of using municipal funds more transparent. There are still mo re evident measures expected in the areas of the second and third pillars of the Pirates' program, that is the provision of quality services for citizens and vicular and the positive development of tfie town's spa industry.
Civil dialogue has an impact on the quality of public policy, in the online form it allows direct influence of stakeholders on the process of formulation and its implementation. It is also a new quality in the process of evaluating public policy. Civil dialogue is usually understood as a process of communication between the state authority and non-governmental organizations, but the author of the article indicates that it is possible to conduct civil dialogue in a direct way with citizens through social media. He presents the results of research aimed at verifying the use of social media by the authorities in order to establish a dialogue with citizens. The research consisted in measuring and analyzing communication conducted by selected Polish voivodeship cities on the Twitter social network. The author points out the characteristic styles of communication that can be interpreted from the perspective of civil dialogue.
Based upon the novel Teatr w więzieniu [Theatre in Prison] (1921), the author has described various methods for defining this category. This institution develops its own ceremonial. Therefore, a performance in prison appears to be a parody of it, to be one of the shows – along sports competitions and circus performances – but also a method for defining interpersonal relations, as the characters, depicted as expert actors, precede Witold Gombrowicz's interactive people. Słonimski also ponders the consequences of the change in the hierarchy of arts, as theatrum mundi is replaced by cinematograph. However, the projected images, referencing Plato's cave, increase the sense of alienation. It is becoming progressively more evident that such a world transforms into a prison.
The restrictions related to the COVID-19 pandemic limited the functioning of society as a whole. For organizations working in the field of social activation, e.g., for older people, this meant that existing activities came to a stop. Was it, therefore, possible to continue activating older people? The aim of this study is to identify the ways in which selected organizations in Poland tried to cope with this situation through their Facebook pages. Posts from 20 accounts run by entities involved in the social activation of older people in four provincial cities were analyzed. As a result of a thematic analysis of the collected posts, it was possible to determine the spectrum in which the examined pages functioned, i.e., from a creator of reality providing the latest information, to a close friend who cares for, helps, and even talks to the recipients. Also connected to this was the form of activation carried out on the sites. The research revealed varying degrees of participation in activities conducted by organizations and institutions, and the conclusions presented here are a contribution to research into social media in public policy and the activation of older people.
Growth in popularity of computer (video) games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and artists working on games are often inspired by comic books, as well as they create their licensed adaptations and separate "interactive issues". On the other hand more and more often we can see comics based on popular games. Study present the areas of agreement, cooperation or dependence like: technologies used to create games and comic books, use of comic books to comment events in the gaming industry and organization of exhibitions or events popularizing the works from both fields.
This article is an attempt of trying to determine the role and place of the Internet as a medium in the contemporary world. Authors describe Internet Addiction Disorder which can bring plenty of unexpected and unwanted health symptoms. They say about creating temporary identities in Internet by using different nicknames. They describe a lot of addictions and threats such as cyber porn, hacking or aggression that seem to be more and more popular in cyberspace. Moreover, authors want to find an answer if Internet is only the source of threats or it can be perceived as an educational place. Furthermore, they write about beginnings of the Internet and try to realize that it is an example of medium used in the technological revolution.
The book constitutes the first Polish monograph concerning the issues of coexistence with people with "dark" personality traits in the workplace. The present monograph considers three types of socially harmful personality traits which form the so-called dark triad: Machiavellianism, narcissism and psychopathy. The "dark" personality traits constitute the core of the inquiry and they are analyzed with regard to the attitudes towards work (i.e. job satisfaction and brand loyalty), civic and counter-productive activities in the workplace, as well as (according to the interactive approach) selected characteristics of the workplace. The monograph consists of four chapters. Chapter one presents the two basic approaches to describing personality in the workplace: the trait approach and the interactive approach. In the beginning, the chapter underscores the importance of distinguishing between the "light" and "dark" personality traits in the workplace. Next, the chapter discusses the most important conceptions within the interactive approach to the study of personality in the organizational context, including the theory of personality trait activation in the workplace. Chapter two introduces the taxonomy of the dark triad, which includes three discrete "dark" personality traits, analyzed at the sub-clinical level: Machiavellianism, narcissism and psychopathy. It presents two approaches to the study of the dark triad: the unification approach and the discrimination approach, and situates the dark triad against the other personality models, in addition to enumerating the most important behavioral correlations between Machiavellianism, narcissism and psychopathy. Moreover, it discusses the issue of the functioning of people who possess some of the traits of the dark triad in the workplace, underlining the significance of the potential benefits and costs connected with the presence of people who exhibit high levels of Machiavellianism, narcissism and psychopathy in the business. Chapter three discusses two attitudes towards work, analyzed in the monograph in relation to the traits exhibited by the dark triad: job satisfaction and brand loyalty. The chapter defines both concepts, presents the main categories of their personality and situational conditions, and examines the character of the links between the traits of the dark triad and the aforementioned attitudes towards work. Chapter four focuses on the analysis of two distinctive categories of voluntary actions in the workplace, i.e. civic actions and counter-productive actions. It indicates the main problems with terminology connected with the description of the aforementioned organizational actions and differentiates between three categories of conditions for organizational actions: attitudes towards work, situational factors, personality factors. The chapter is based on earlier research which focuses on the analysis of the interdependence between the personality traits of the dark triad and civic as well as counter-productive actions in the workplace. The three following chapters form the empirical part of the monograph. The first chapter discusses the methodological basis of own research; the second chapter analyzes the results of the study, and the third chapter presents their interpretation. The conducted study has confirmed the majority of the hypotheses considering the direct links between the personality traits of the dark triad, attitudes towards work and organizational actions. It has been shown that two conditions (power within the organization, understood as a formal position at the firm, and interpersonal conflict in the workplace) fulfilled the role of the moderators in the relation between the traits of the dark triad and attitudes towards work and organizational actions. Singular mediational effects of the attitudes towards work with regard to the links between the traits of the dark triad and organizational actions have also been observed. Taking into account the results of the study, modifications to the research model have been proposed, in order to include the direct correlations between situational factors and attitudes towards work and organizational actions. At the end of the monograph, on the basis of the literature on the subject, the author attempted interpretation of the obtained results, pointing to the limitations of the conducted studies and possible future avenues for empirical research.
Celem badań jest odpowiedź na pytanie o to, jakie są efekty dotychczasowej realizacji warsztatów typu medialab z inicjatywy Fundacji Ortus w Polsce oraz jakie są uwarunkowania ich dalszego rozwoju w kierunku budowy stałej instytucji. Podjęta analiza została ukierunkowana na osiągnięcie następujących celów teoretycznych i praktycznych: identyfikacja cech wizerunku warsztatów medialab organizowanych przez Fundację Ortus; określenie zakresu upowszechniania w Polsce koncepcji nowych instytucji kultury poprzez warsztaty medialab; określenie opinii i postaw wobec inicjatyw medialab ich uczestników i nie-uczestników; identyfikacja zakresu wykorzystania technik i form działań poznanych na warsztatach medialab przez ich uczestników; oszacowanie trwałości zawiązanych między uczestnikami warsztatów więzi i zakresu współpracy przez wspólnych przedsięwzięciach; identyfikacja dotychczasowych i potencjalnych korzyści i barier w realizacji inicjatyw medialab; ustalenie czynników wspierających i hamujących przyszłą działalność instytucji medialab w stałej lokalizacji; określenie cech potencjalnej roli instytucji medialab w regionalnej polityce kulturalnej i polityce innowacji; wskazanie potencjalnych rozwiązań na rzecz budowy polskiego modelu instytucji medialab.
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 presented in them. It may also become the basis for manipulation and propaganda, to serve the struggle for cultural dominance, and indicate social problems.
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 creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists' research as well as in improving the quality of games and of the cooperation between social environments related with games. Social capital is understood here as a potential of interactions embedded in interpersonal ties and social norms, which can bring advantages for individuals, groups and societies. The author takes a closer look on: the main features of this multi-dimensional category; significant differences between human, social and cultural capital; as well as the positive and negative influences of social capital.