Socialization of Teenagers Playing The Sims. The Paradoxical Use of Video Games to Re-enchant Life
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14230%2F14%3A00078509" target="_blank" >RIV/00216224:14230/14:00078509 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.11588/rel.2014.0.12172" target="_blank" >http://dx.doi.org/10.11588/rel.2014.0.12172</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.11588/rel.2014.0.12172" target="_blank" >10.11588/rel.2014.0.12172</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Socialization of Teenagers Playing The Sims. The Paradoxical Use of Video Games to Re-enchant Life
Popis výsledku v původním jazyce
In order to scrutinize what video games can bring more into individuals? life; a doctoral research had been undertaken on the teenage audience of The Sims, a game simulating life. Combining quantitative and qualitative methods drove to design what I called the journey of self-discovery of the gamer and development of the video-ludological socialization concept (Lorentz, 2013). Adopting an overall angle, this paper apprehends video games as the manifestation of the re-enchantment of the world. To begin with the recall of the rationalization process presented by Max Weber (2001/1905), whose explained the recoil of religious institutions in our societies at his time by saying that science had replaced religion for explaining life and the world, called thedisenchantment. To a certain extend I claim here that video games are the perfect product of this rationalization movement (Caillois, 1967/1958). Paradoxically, video games allow their enthusiasts to live fantastic lives and dreamed situ
Název v anglickém jazyce
Socialization of Teenagers Playing The Sims. The Paradoxical Use of Video Games to Re-enchant Life
Popis výsledku anglicky
In order to scrutinize what video games can bring more into individuals? life; a doctoral research had been undertaken on the teenage audience of The Sims, a game simulating life. Combining quantitative and qualitative methods drove to design what I called the journey of self-discovery of the gamer and development of the video-ludological socialization concept (Lorentz, 2013). Adopting an overall angle, this paper apprehends video games as the manifestation of the re-enchantment of the world. To begin with the recall of the rationalization process presented by Max Weber (2001/1905), whose explained the recoil of religious institutions in our societies at his time by saying that science had replaced religion for explaining life and the world, called thedisenchantment. To a certain extend I claim here that video games are the perfect product of this rationalization movement (Caillois, 1967/1958). Paradoxically, video games allow their enthusiasts to live fantastic lives and dreamed situ
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
AO - Sociologie, demografie
OECD FORD obor
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Návaznosti výsledku
Projekt
<a href="/cs/project/EE2.3.30.0009" target="_blank" >EE2.3.30.0009: Zaměstnáním čerstvých absolventů doktorského studia k vědecké excelenci</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2014
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Online Heidelberg Journal of Religions on the Internet
ISSN
1861-5813
e-ISSN
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Svazek periodika
5
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
DE - Spolková republika Německo
Počet stran výsledku
22
Strana od-do
279-300
Kód UT WoS článku
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EID výsledku v databázi Scopus
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