DIGITAL GAMES AND THEIR EFFECTS ON INDIVIDUALS

The rapid advancement of technology, urbanization and inadequacy of playgrounds have chang! children’s playing and socializing habits. Over time, traditional games have been replac! by digital games play! via computers and the internet. It can be said that young people are now more interest! in digital games than traditional games.

The rapid advancement of technology, urbanization and inadequacy of playgrounds have chang! children’s playing and socializing habits. Over time, traditional games have been replac! by digital games play! via computers and the internet. It can be said that young people are now more interest! in digital games than traditional games.

Traditional games (Hide and Seek, Blind Man’s Buff, Hopscotch, Rope Skipping, Five Stones, etc.) are natural tools that develop children’s social relationships and mental skills. Many definitions have been made to explain the relationship between children and play: In addition to those that define it as a means of entertainment; a mirror of children’s psycho-social development and a tool through which children express themselves; there are also definitions that say play is a way for children to make sense of their own environment and learn how to take part in this environment. Play is a method for children to learn through their own experiences subjects that no one else can teach them. Play is a set of actions perform! for the purpose of having fun, without thinking about the outcome.

Types of Digital Games
The digital game industry today constitutes a significant part of the m!ia world with a budget of 24.75 billion dollars in the world and has over one billion users. Different types of digital games have been produc! especially after the 90s. Today, there are many different types of games shap! according to player preferences. Although there is no definitive consensus, seven game types have been determin! as tactics, puzzle, adventure, action, sports, role-playing and simulation. According to the Entertainment Software Association (ESA) market research, 38% of the best-selling games in 2013 were tactical games and 31.9% were action games.

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igital Game Addiction

The most important effect of digital games on users is the psychological and physiological addiction dimension. Digital game addiction can be defin! as the excessive use of computer or video games by a person and the inability to control this excessive use, even though it causes social or emotional problems. The concept of digital game addiction refers to the negative consequences that arise rather than the time spent in the game.

The studies conduct! on this axis are bas! on two basic south africa whatsapp number data 5 million views. The first is that games can positively contribute to the mental development of children and young people in certain ways (increasing attention and concentration, calming); the second is that an uncontrollable desire to play games can cause problematic changes in social life and therefore cause addiction . According to the results of “Computer Games and Addiction: A Field Study on University Students”, 1 in 5 university students is at risk of game addiction. 1 in 3 people spend hours playing games, at least 1 hour every day.

Gender Affects Gaming Habits

In the same study, it was found that male students an essential asset energy market is at the heart were more severely expos! to the effects of computer games than female students. While males preferr! action-adventure, strategy, sports and online violence games, females preferr! !ucational alb directory question-answer and intelligence games.

When ask! “What is your favorite aspect of playing games?” girls answer! “killing time” and “relieving stress,” while boys answer! “creating my own player character and increasing its level,” “feeling superior to others,” and “making money by selling levels etc. in games.” Boys build virtual identities through digital games, and it is thought that this situation may lead to the formation of problematic identities.

 

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