Gaming as a potential source of conflict with real life: The youth’s assessments
Today, gaming practices seem to be at the forefront of the formation of a future society. In the current era of global digital transformations, the moment of total public involvement in the new digital reality was recorded in 2016, when an augmented digital reality was widely introduced and adopted....
Saved in:
Main Authors: | A. K. Mamedov, G. V. Denissova, O. V. Smirnova, O. V. Sapunova |
---|---|
Format: | Article |
Language: | English |
Published: |
Peoples’ Friendship University of Russia (RUDN University)
2024-12-01
|
Series: | RUDN journal of Sociology |
Subjects: | |
Online Access: | https://journals.rudn.ru/sociology/article/viewFile/42239/24312 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Similar Items
-
COMPUTER SIMULATOR GAME IN YOUTH CULTURE
by: Elizaveta M. Kudryashova, et al.
Published: (2022-12-01) -
Moderate benefit of escape room game on learning outcome in medicine
by: Peter Fedorcsak
Published: (2024-11-01) -
No impact of story context and avatar power on performance in a stop-signal game
by: Linus Held, et al.
Published: (2025-01-01) -
Gaming & Geography (Education): A Model of Reflexive Analysis of Space & Action in Video Games
by: Michael Morawski, et al.
Published: (2023-07-01) -
The use of serious games for psychological education and training: a systematic review
by: Antonio Pio Facchino, et al.
Published: (2025-02-01)