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Философия

Publication date: 17.05.2018
Evaluate the material Average score: 3 (Всего: 2)
Andrei M. Golikov , студент
Tatiana V. Markova , candidate of philosophical sciences , доцент
FSBEI of HE "Nizhny Novgorod State Technical University named after R.E. Alekseev" , Нижегородская обл

«The influence of computer games on the development and degradation of society»

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The article is devoted to the study of the influence of game industry products, both on the individual and on society. For a full analysis origin of such phenomena as computer games is represented. After that, the growth rate of the "players" is seen. Revealing the most popular game theme, the thesis about the harm of computer games for a number of reasons. The relevance of studying the harm resulting from the products of the gaming industry is argued. Having reviewed the positive effects of the games on the person, the presence of the good sides of this action is claimed. In conclusion, the question is raised about the true impact of the products of the gaming industry on society, as well as the consequences of this influence.

Publication date: 17.05.2018
Evaluate the material Average score: 0 (Всего: 0)
Tatiana V. Markova , candidate of philosophical sciences , доцент
Evgenii S. Martianov , студент
FSBEI of HE "Nizhny Novgorod State Technical University named after R.E. Alekseev" , Нижегородская обл

«Virtual reality as a social phenomenon»

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The article is devoted to the study of virtual reality as a social phenomenon. Through an appeal to the past, its genesis is analyzed, as well as its significance in modern realities. The latter is viewed from both a social and a personal point of view. Comparing the number of supporters of virtual communication with the number of people of conservative views, conclusions are drawn about the tendency to depart from the usual communication. It allows to assert that the problem of the termination of live communication is relevant to this day. Inferences allow us to assert that the problem of replacing real communication is different. After looking at the positive consequences, the introduction of the mind into virtual reality, it is affirmed that there are good sides to this action. Through analysis, the causes of entering the World Wide Web are generated. In conclusion, the question is raised about the need for virtual reality in everyday life, its problems, as well as the prospects for development.