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  • 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. (xsd:string)
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?:dateModified
  • 2010 (xsd:gyear)
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  • 2010 (xsd:gyear)
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  • pl (xsd:string)
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  • 1 (xsd:string)
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  • Zastosowanie koncepcji kapitału społecznego w badaniach ludologicznych: przykład branży gier komputerowych (xsd:string)
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  • Zeitschriftenartikel (xsd:string)
  • journal_article (en)
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  • GESIS-SSOAR (xsd:string)
  • In: Homo Ludens, 2, 2010, 1, 51-59 (xsd:string)
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?:urn
  • urn:nbn:de:0168-ssoar-313495 ()
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  • 2 (xsd:string)