Suchergebnisse
9 Ergebnisse
Sortierung:
SSRN
Working paper
Kapitał społeczny Polaków a rozwój społeczno-ekonomiczny
The concepts of social capital are important in improving the quality of life. However, the effects of social capital accumulated in the economic, social and political spheres can be both positive and negative. Article brings the specificity of trust as a key variety of social capital and it's status among the Poles. Indicated are also differences between the suspicion, mistrust and functional substitutes for trust. The whole is complemented by breakdown of bottom-up methods of social capital building.
Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile (Games 2.0 as a Test of Socio-Cultural Perpetuum Mobile Construction)
In: Homo Communicativus, Band 3, Heft 5, S. 177
SSRN
Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile
In: Homo communicativus, Heft 5, S. 177-187
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 content (eg, graphics, music, animations) makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability of Games 2.0 for social life, the concept of leisure as work in the new economy and creative non-material and the characteristics of "Generation C". Work stresses the need for discussion on trends in the development of video games - defined as a choice between the projects' of "socio-cultural ideology of perpetual motion" and "utopia of universal creativity". These approaches allow to identify the methodological basis for analysis of relations between the operators and users of Games 2.0, taking into account the wider social environment.
Rozrywkowe skrzywienie - kiedy dokuczliwość społeczna gier komputerowych przekroczy dopuszczalny poziom?
In: Homo communicativus, Heft 4, S. 103-111
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.
Drugie Życie, czyli problemy z przedłużaniem rzeczywistości
Wiekizm jako przeszkoda w budowie społeczeństwa mądrości
In: Wspólnota i różnica. Interdyscyplinarne studia, analizy i rozprawy, S. 344-360
Ocena obecności ludzi starych w społeczeństwie zależy od tempa rozwoju technologicznego i gospodarczego. Szybkie zmiany sprzyjają dyskryminacji ze względu na wiek oraz przyczyniają się do niedostrzegania jednostkowych i zbiorowych korzyści płynących ze wzrostu długości życia ludzkiego. Artykuł zwraca uwagę na niezbędność poszukiwania pomysłów aktywnego uczestnictwa seniorów w życiu społecznym, jak też przybliża koncepcję kreowania przestrzeni miejskich sprzyjających rozwojowi i integracji wszystkich grup wiekowych. Praca podkreśla znaczenie starszego pokolenia w procesie utrzymania ciągłości kulturowej w społeczeństwach informacyjnych i społeczeństwach wiedzy poprzez przeciwstawienie tych idei projektowi społeczeństwa mądrości.
W kreatywnym chaosie: o zróżnicowaniu starości na przykładzie prac społeczności deviantART.com
In: Patrząc na starość, S. 165-211
Internet increasingly serves not only to communication between it's users. The emergence of Web 2.0 platforms which are peculiar to publication of various content (including images, movies, music, links to interesting sites) allowed to release of activity and commitment of millions of people worldwide. Study contains sociological analysis of already existing visual materials dealing with old age, which were made by users of the deviantART.com. It's one of the longest established online community bringing together artists from around the world. Article draws attention to the multiplicity of contemporary forms of presentation of old age and difficulties and methodological guidelines related to the study of resources from new media.
Startery podlaskiej gospodarki: analiza gospodarczych obszarów wzrostu i innowacji województwa podlaskiego ; sektor rehabilitacji geriatrycznej
The main objective of the study is to identify and analyze those areas in which the global economy indicate a high potential for development, and in Podlaskie do not exist or are in the form of seed. In addition, analyzes conducted to lead to the following specific objectives: 1. The findings of the major determinants and barriers to development occurring in these growth areas. 2. Performances forecasts the future development of the area in Podlaskie, taking into account the risks and opportunities of development. 3. Provide objective and comprehensive information necessary functioning, as well as potential businesses in the process of strategic planning and determining their competitive position. 4. Indications entities sphere of regulation (including labor market institutions, local and regional authorities), by identifying barriers to development directions of measures to reduce them. 5. Provide information on existing forms and ways to support the area of national and EU funds.