Please use this identifier to cite or link to this item:https://hdl.handle.net/20.500.12259/1419
Type of publication: Straipsnis kitose duomenų bazėse / Article in other databases (S4)
Field of Science: Vadyba / Management (S003)
Author(s): Abromavičius, Edgaras;Pilelienė, Lina
Title: Sporto vaizdo žaidimų taikymas mokymuose ir versle
Other Title: Application of sport video games in trainings and business
Is part of: Role of higher education institutions in society: challenges, tendencies and perspectives [elektroninis išteklius] = Aukštųjų mokyklų vaidmuo visuomenėje : iššūkiai, tendencijos ir perspektyvos. Alytus : Alytaus kolegija, 2015, Nr. 1(4)
Extent: p. 8-41
Date: 2015
Keywords: Produkto demonstravimas;Sporto vaizdo žaidimai;Vartotojų kompetencijos;Consumer competences;Product placement;Sport video games
Abstract: Viena iš informacinių technologijų sektoriaus dalių – vaizdo žaidimai, dar vadinami kompiuteriniai žaidimai. Vis dažniau pastebima, kad mokymo įstaigos ar verslo bendruomenės naudoja vaizdo žaidimus kaip tam tikrų situacijų simuliacijas, kurios suteikia žmonėms reikalingų kompetencijų ateičiai. Straipsnyje atskleidžiamos sporto vaizdo žaidimų taikymo galimybės versle ir mokymuose
The recent emergence of the development of information technology (IT) sector has led to the sector‘s recognition as becoming one of the leading sector s in global economy. The evolving progress of the new technologies opens wider possibilities for the merge and interaction between real and virtual worlds; as one of the ways of such mergence computer video games can be named ( Straubhaar et al., 2013 ). Acc ording to Kuster et al. (2010), video game is a game based on computer software, supposed to be played on an electronic device allowing the presentation of graphical imagery and the interaction of the player with the software ( Wolf, 2008 ); moreover, the ga me requires the player to perform specified tasks to achieve objectives and to remain within the rules for the game established by the constraints embedded in the software. In the United States of America, even 59 per cent of inhabitants (with the average age of thirty one) play video games (ESA, 2014). In Europe also the importance of video games is considered as respectful; according to European Commission ( Europos Komisija, 2008 ), the video game industry becomes one of the fastest growing areas, as well as video games become one of the most popular leisure activities among citizens. Considering latter insights, the scientific problem analysed in the article is formulated as follows: what are the possibilities of application of sport video games in trainin gs and business? Accordingly, the object of the article is the application of video games in training and business. The article aims to provide possibilities for application of video games in trainings and business. Analysis and synthesis of scientific lit erature were provided achieving to reveal the video games a platform for trainings; disclose the essence of this phenomenon. Considering the lack of Lithuanian authors‘ insights in this relatively new field, the foreign authors‘ opinions and [...]
Internet: https://eltalpykla.vdu.lt/1/1419
https://eltalpykla.vdu.lt/1/1419
http://alytauskolegija.lt/wp-content/uploads/2015/10/Aukstuju_mokyklu_vaidmuo_issukiai_tendencijos_ir_perspektyvos_Nr_4_2015.pdf
Affiliation(s): Ekonomikos ir vadybos fakultetas
Lietuvos sporto universitetas
Marketingo katedra
Vytauto Didžiojo universitetas
Appears in Collections:1. Straipsniai / Articles
Universiteto mokslo publikacijos / University Research Publications

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