Media i Społeczeństwo > 2021 > 16 > 246-260
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journal ISSN : | 2083-5701 , 2545-2568 |
DOI | 10.53052/MiS.2022.16.15 |
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Bibliography
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Adams E.W., The Construction of Ludic Space, http://www.digra.org/wp-content/uploads/digitallibrary/05150.52280.pdf (09.12.2020)
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Calleja G., Digital Game involvement. A Conceptual Model, „Games and Culture”, (PDF) Digital Game Involvement A Conceptual Model (researchgate.net) (04.01.2020).
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Cherney M.A., This violent video game has made more money than any movie ever, https://www.marketwatch.com/story/this-violent-videogame-has-made-more-money-than-anymovie-ever-2018-04-06(12.01.2020).