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EN
Aim. The aim of the article is to identify and describe internet-consumption behavioral patterns that have been common after the Covid-19 restrictions have been lifted. Concept. In July 2022, we conducted a quantitative research based on an online survey in which 800 members for the Slovak Generation Z participated. Results. The results indicate a notable decrease in the quantity of time the Slovak Generation Z members spend daily online, when compared to the time of the Covid-19 pandemic, but the average daily time spent online never returned to the numbers typical for the pre-Covid times. Conclusion. Our data are an asset to the general knowledge base about the Slovak Generation Z internet-consumption behavioral patterns, but they are also specifically relevant for the disciplines of marketing, and mass-media communication, that view the Generation Z cohort as a part of  the global audience. Cognitive value. The article contributes to the growing knowledge-base about the internet-consumption behavioral patterns of the (Slovak) Generation Z, and as such could be  valuable for building theories about this part of the audience between the years 2020 and 2030, which will be a pivotal time for the development of marketing, internet and mass-media communication and the changes that will occur along with the change of the dominant position from the Generation Y to Generation Z, when it comes to the influence on the world’s mass-media markets, but also in other segments.
EN
The gaming sector is currently, with about 3 billion gamers worldwide, one of the best developing segments in society, not negatively affected even by the COVID-19 pandemic. As the interest in working in this sector increases, so does the interest in higher education in this field. Although the first steps in establishing game studies on the academic grounds date back to the 1980s, this study field institutionalization beginnings can be talked about since 2000 with occurring the ludology definition and the emergence of the first game-oriented scientific journals. Despite the difficult start, in the present, studying digital games is not so limited, partial as well as full degree study programs appear at universities all around the world, but high school graduates are often not aware of these options, even in their nearest surroundings. The study aims to identify the level of awareness of the possibilities within higher education in the field of digital game studies and to determine the attitudes of potential future university students to this field of education in Slovakia that in recent years has significantly eliminated the gap between the level of the Slovak and the Western (or world) gaming sector after the fall of the Iron Curtain. In the study, the authors respond to the three main problems via research completed with a representative sample of respondents. Data show that the level of awareness about these study options if is insufficient, but not lower than the awareness about other study programs. The discovered attitudes are of little consistence and their valency tends from neutral to slightly negative. However, statistics show that respondents perceive the study program of digital gaming as potentially pleasant and at the same time, there is a significant correlation between playing digital games and displaying positive attitudes towards potential studying of the field in the target group.
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