New Meanings of Computer-Based Entertainment and Communication among Students in Poland During the COVID-19 Pandemic
29 gru 2022
O artykule
Data publikacji: 29 gru 2022
Zakres stron: 5 - 17
Otrzymano: 16 lis 2021
DOI: https://doi.org/10.14746/quageo-2022-0034
Słowa kluczowe
© 2022 Justyna Mokras-Grabowska et al., published by Sciendo
This work is licensed under the Creative Commons Attribution 4.0 International License.
This article is an attempt at investigating new meanings and significance of computer-based entertainment during the COVID-19 pandemic. The authors explore how and to what extent students in Poland have been using electronics for entertainment during the global crisis, what emotions appeared and whether they were able and willing to engage in an auto-reflexive process. The article presents the results of the questionnaire interview designed for the purposes of this particular study. The authors chose to reveal the multi-facetedness of the theme in question, i.e. focus on the possibilities and the future that computer-based etertainment offers, leading to transformations both externally and internally.