Published: 2025-04-26

The internet that is: when life is a game. An introduction to several issues of the online functioning of players

Monika Wojtkowiak , Jadwiga Daszykowska-Tobiasz
Kultura Media Teologia
Section: Artykuły i rozprawy
https://doi.org/10.21697/kmt.2025.61.01

Abstract

 The article is an attempt to introduce selected issues connected with the Internet as the “second” environment of human functioning that seem significant due to the consideration of issues of games and players. The text starts with a presentation of key terms and theories connected with the information society and e-environment. The matrix primarily depicts such phenomena as avatarhood (related to, but not identical as the self-presentation), the attention has been paid to the “blindness of feelings” as a specific sign of the times (indirectly resulting from the nature of the online relationship). On the other hand, the flow state and disruption of linearity of time experienced on the Internet indicate the distinctiveness of the e-world and its specific effects on the users, simultaneously, they conclude the considerations undertaken.

Keywords:

Internet, avatar, players’ experience, time, feelings

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Citation rules

Wojtkowiak, Monika, and Jadwiga Daszykowska-Tobiasz. “The Internet That Is: When Life Is a Game. An Introduction to Several Issues of the Online Functioning of Players”. Kultura Media Teologia, vol. 61, no. 1, Apr. 2025, pp. 9–22, doi:10.21697/kmt.2025.61.01.

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