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dc.contributor.authorСавченков, Олексій-
dc.date.accessioned2019-07-18T10:09:21Z-
dc.date.available2019-07-18T10:09:21Z-
dc.date.issued2018-06-
dc.identifier.citationСавченков, О. Кліпова свідомість як фактор трансформації комп'ютерних ігор / О. Савченков // Філософія та гуманізм. – 2018. – №7. – С. 79-88. – Бібліогр.: 12 назв.uk
dc.identifier.issn2518-7392.-
dc.identifier.urihttp://dspace.opu.ua/jspui/handle/123456789/8634-
dc.description.abstractIn the modern world, we are witnessing the transformation of all communication processes into a new format corresponding to a new way of thinking. A similar transformation takes place in the world of computer games, and they are converted into a clip format. This transformation demonstrates the history of the development of our culture: from symbolic signs to words, and then to high-tech media content. Games change according to the type of information processing, and sometimes themselves determine the tone of new ways to work with data. The more our consciousness changed, the more the games changed. From text quests to shooters and simulators. In which almost the whole process of the game consists of direct interaction with objects with minimal or no textual component at all. From the almost linear and low-variability games to games that take into account an infinite number of factors and parameters. In which we are immersed in a situation that requires simultaneously interacting with myriads of different objects and conditions. Thus, developing our multitasking. It is video games that allow us to be polyvariant and non-verbal, which most closely corresponds to the needs of the person with clip thinking. We cannot say that this type of thinking is worse or has some imperfections compared to the traditional type of thinking. It simply rebuilds and develops that part of itself, which is in greatest demand in this kind of games. In this case, it is an increased reaction, multitasking and adaptability to changing conditions that creates people with new thinking, with new needs for the method of obtaining information and even some incompatibility with the classical linear system.en
dc.language.isouken
dc.publisherОНПУen
dc.subjectклипове мислення, лінійні комп’ютерні ігри,en
dc.titleКліпова свідомість як фактор трансформації комп'ютерних ігорen
dc.title.alternativeCLIP CONSCIOUSNESS AS A FACTOR OF TRANSFORMATION COMPUTERen
dc.typeArticleen
opu.kafedraКафедра філософії та методології наукиua
opu.citation.journalФілософія і гуманізмen
opu.citation.firstpage79en
opu.citation.lastpage88en
opu.citation.issue7en
Располагается в коллекциях:Випуск 7, 2018

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