“…The potential of using computer games in education was noticed long time ago (Carenys, Moya, and Perramon, 2017;Green and Seitz, 2015;Mitchell and Savill-Smith, 2004;Ritterfeld and Weber, 2006), as well as some psychological and social aspects of growing gaming industry, not always considered as welcomed (Granic, Lobel, and Engels, 2014;Kowert and Quandt, 2015;Shi, Renwick, Turner, and Kirsh, 2019). Also in Poland this psycho-social aspect of growing video game market is a subject of scientific researches (Prósinowski and Krzywdziński, 2016;Taper, 2011;Stasieńko, 2011).…”