Digital games are among the most common reasons children use the internet, and the time children spend playing digital games is increasing day by day. This research aims to identify the characteristics of the digital games most preferred by children, while also examining their digital gaming habits. The study was conducted using a qualitative model with a case study design. The research consists of two phases. In the first phase, data were collected from 356 children regarding the games they play to determine the digital games they play the most. In the second phase, a document analysis was conducted on 14 digital games identified as the most played by the children. As a result of the research, the top three games played most by children were determined to be Pubg, Minecraft, and League of Legends, respectively. It was found that nearly half of the children play digital games every day, their most preferred device for playing digital games is the mobile phone, and there are children who make purchases for games. Additionally, it was determined through the research that the digital games children play have goals such as survival, combat against enemies, completing specific tasks, and developing tactics/skills. It was also found that many online multiplayer games have messaging and voice chat features, and children can add people in the game as friends. It was revealed that many games contain elements of violence and fear, and there are practices within the games that encourage in-game consumption by children. Considering the effects of digital games on children, it can be said that there is a need for systems and applications that will rate and classify these games and guide children and parents in this aspect.
Ethics and Consent: Ethics committee approval for this study was received from the Ethics Committee of Aydın Adnan Menderes University-Cerrahpaşa (Date: 07.03.2024; Decision Number: E-15189967-050.04-508520).
Primary Language | English |
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Subjects | Information Systems (Other) |
Journal Section | Research Article |
Authors | |
Publication Date | January 3, 2025 |
Submission Date | May 15, 2024 |
Acceptance Date | October 15, 2024 |
Published in Issue | Year 2025 Volume: 10 Issue: 1 |
Journal of Learning and Teaching in Digital Age 2023. © 2023. This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Journal of Learning and Teaching in Digital Age. All rights reserved, 2023. ISSN:2458-8350