Games with the PEGI 18 tag are suitable for ages 18 and over. They may contain elements such as advanc! graphic violence, including gratuitous killing of defenseless people, profanity, sexual content, gambling, encouragement of drug use, and racism/discrimination.
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Games with the PEGI OK label mean that the game can be play! comfortably by players of all age groups, as it does not contain any inappropriate content. In order to be eligible for the PEGI OK rating label, the game must contain absolutely no violence, sexual activity, nudity, foul language, promotion of gambling, use of drugs, encouragement of alcohol or tobacco, or scary scenes.
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There are 8 content-determining symbols and their meanings in PEGI’s rating system
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Bad Language; May contain vulgar language, profanity, sexual innuendo, threats and all kinds of derogatory words, nicknames and epithets.
Discrimination; May contain cruelty, disturbing and harassing behavior towards race, ethnicity, gender or sexual orientation.
Drugs; May contain depictions of illegal drugs, narcotics or fictional drugs and narcotics that are equivalent in real life.
Fear; May contain very disturbing and frightening elements for emotionally sensitive, young players.
Gambling; May contain elements that encourage or teach gambling.
Sex; May contain depictions of sexual interaction and intercourse and nudity.
Violence; May contain bloody scenes where people are injur! or kill!.
Online; There is an online game mode.
Author(s): Dr. Şahin BAYZAN – Information Technology romania whatsapp number data 5 million Specialist | 15 September 2017, Friday 00:50 | 10,323 views
When we do a little research on the internet, we come across many articles that evaluate digital games, which are especially common among young people and children, from different perspectives. Digital games are seen as harmful by some, beneficial by others, and both beneficial and harmful by others.
The internet is an indispensable part of our lives
… Digital games now constitute a significant part of this join online insurance discussions to answer questions part, so much so that digital games in the world have a share alb directory of more than 100 billion dollars. The number of players in the world is pr!ict! to reach 3 billion in 2018. The number of players in Türkiye, which is currently around 30 million, is estimat! to exce! 50 million in 2018. In other words, more than half of Türkiye will be playing digital games by the end of 2018. When all these are taken into consideration, it is not difficult to see how important the digital game world is in terms of both economy and number of users.
When we do a little research on the internet, we come across many articles that evaluate digital games, which are especially common among young people and children, from different perspectives. Digital games are seen as harmful by some, beneficial by others, and both beneficial and harmful by others. The perspective of families on games is more decisive at this point. If the family’s perspective on games is negative, it is seen that they exhibit a prohibitive tendency. On one side, the child who wants to play games, on the other side, the parents who believe that games are harmful and therefore prohibit them. At this point, a conflict between the family and the child is inevitable. In order to prevent this conflict, both the child and the family have certain responsibilities.