Digital Games and Their Effects
Authors : Firdevs Güneş
Pages : 202-228
Doi:10.29250/sead.1317753
View : 60 | Download : 75
Publication Date : 2023-07-15
Article Type : Research Article
Abstract :Digital games, personal computers, game consoles, tablets, mobile devices, smartphones, and so on include games played in tools. They have spread rapidly with technological developments and become an educational tool over time. Digital games have various positive and negative aspects. Their negative aspects are of making children imprudent, letting them addicted to the screen, directing them to violence, and disconnecting them from society and its values. The positive aspects are listed as developing children\'s physical, sensory, mental and imagination skills at a high level, giving them the habits of cooperation, helping the child discover his limits and learn about his environment. In this study, it was aimed to determine the frequency and duration of playing digital games of students aged between 06 and 15 in our country, to determine which game types they prefer, and to clarify the positive and negative aspects of games. Case study, one of the qualitative research methods, was utilized in the research, and studies published in recent years were selected. At the end of the research, it was revealed that 96.2 of the boys aged 06 to 15 and 91.8 of the girls regularly play digital games, boys play games for an average of 3 hours each, and girls play for 2 hours each. It was observed that 68.4 of the boys preferred war games and 44.3 of the girls preferred adventure games. War games are the ones with high violence content such as weapons, swords, sticks, superheroes, pirates, and warriors. According to studies, children who play war games constantly become desensitized to real-life violence and increasingly adopt aggressive behaviors. Violence in children becomes a habit and is directly transferred to daily life. This situation was determined as danger for the future of boys; thus, suggestions were made to parents to prevent it.Keywords : Dijital oyunlar, olumlu ve olumsuz etkileri, şiddet, bağımlılık.