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Analysis of Predispositions of E-gamers and Its Relevance in the Use of Computer Games Didactic Process

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Information Technology for Management: New Ideas and Real Solutions (ISM 2016, AITM 2016)

Abstract

The main aim of this article is to show the characteristics of individuals playing computer games (e-gamers), their styles and predispositions of play and possibilities of their application in the plays for didactic process. In order to present the relevant data, the authors limited the study sample to a selected group of individual users. In this paper the authors presented the commonalities of gamers, their approach towards participation in games, the awareness of potential changes or improvements in the area, psychological results of games and ability to use them in the games used in didactic process. Authors also held discussions concerning the obtained solutions and drew conclusions based on the present stage of research.

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Correspondence to Witold Chmielarz .

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Chmielarz, W., Szumski, O. (2017). Analysis of Predispositions of E-gamers and Its Relevance in the Use of Computer Games Didactic Process. In: Ziemba, E. (eds) Information Technology for Management: New Ideas and Real Solutions. ISM AITM 2016 2016. Lecture Notes in Business Information Processing, vol 277. Springer, Cham. https://doi.org/10.1007/978-3-319-53076-5_5

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  • DOI: https://doi.org/10.1007/978-3-319-53076-5_5

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