Poznaniak, Wojciech2013-03-132013-03-132001Ruch Prawniczy, Ekonomiczny i Socjologiczny 63, 2001, z. 1-2, s. 205-2190035-9629http://hdl.handle.net/10593/5224Computer games are most frequently used by the juveniles and they are meant to teach them a decision making, to enforce and train a concentration of the mind, a co-ordination of view and arms reflexes and - finally - to make a reflection perfect. Wins do enforce a feeling of being good and valuable while defeats are never perceived as a terminal mistake but still do offer a possibility of correcting. All of this together is possibly able to reduce the fear, to increase the feeling of success and to incite the imagination. Alas, in very much of the games in question there are elements of violation, aggression and destruction. The Author gives a review o f particular types of such games (i.e. simulating games, races, fighting games, shooting games, sports, adventure games, etc.) and cites on this occasion adequate descriptions and instructions for the players - what is all meant for to advertise and to stress the attractive force of the games. The violence and cruelty of virtual reality are a ware of the bestseller type. The Author cites for the instance some of the most sadist games for to demonstrate how much are they profit making for their producers. The main part of the article is devoted to a presentation of possible influence of electronic games on the behavior, the ways of thinking and feeling of the juveniles. The Author ands her considerations with a review o f the methods of social supervision of the games and, finally, with an appeal for more rigorous observation of principles of advertising the games and distributing them among the youth.plPSYCHOSPOŁECZNE SKUTKI PRZEMOCY WYSTĘPUJĄCEJ W GRACH ELEKTRONICZNYCHPSYCHOLOGICAL AND SOCIAL EFFECTS OF VIOLENCE ENCOUNTERED IN ELECTRONICAL GAMESArtykuł