COMPUTER GAMES FOR ENTERTAINMENT OF CONTEMPORARY YOUTH – SOCIO-ECONOMIC ASPECTS
DOI:
https://doi.org/10.58246/sjeconomics.v26i3.180Keywords:
new technologies, e-entertainment, computer games, players, youthAbstract
The development of information and communication technologies and the spread of network services have made computers, tablets and smartphones an indispensable tool for work, learning and entertainment. The aim of the research is to present selected social and economic aspects related to computer games, which are the most popular form of e-entertainment in
contemporary youth. In 2017, demand for e-entertainment has generated annual revenues of $ 108.9 billion globally. The use of computers and mobile phones (often with Internet access) for games is becoming more and more common among young people, which results in excessive involvement of young people in computer games, especially preferred by men.
The main objective of the research is therefore exploration of this phenomenon among the young middle schools, secondary schools and students.
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