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An Examination of Children's Digital Gaming Habits and Preferred Games

Year 2025, Volume: 10 Issue: 1, 75 - 86, 03.01.2025
https://doi.org/10.53850/joltida.1483847

Abstract

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.

Ethical Statement

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).

References

  • Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27, 113-122. https://doi.org/10.1016/j.adolescence.2003.10.009
  • Arnott, L. (2020). An ecological exploration of young children’s digital play: framing children’s social experiences with technologies in early childhood. Early Years, 49-66.
  • Aydoğdu Karaaslan, İ. (2015) . Dijital oyunlar ve dijital şiddet farkındalığı: ebeveyn ve çocuklar üzerinde yapılan karşılaştırmalı bir analiz. Uluslararası Sosyal Araştırmalar Dergisi, 8(36), 806-818. Doi: 10.17719/jisr.2015369545
  • Benedetto, L., & Ingrassia, M. (2021). Digital parenting: Raising and protecting children in media world. Parenting: Studies by an Ecocultural and Transactional Perspective, 127-148.
  • Bilişim Vadisi (2021, 10 Mart). Re-Think dijital oyun e-çalıştayı sonuç raporu 2021. Retrieved from: https://bilisimvadisi.com.tr/wp-content/uploads/2022/05/Dijital_Oyun_Calistay_Raporu-Re-Think.pdf
  • British Broadcasting Corporation. (2022, Şubat 23). Children able to enter virtual strip clubs in the metaverse. Retrieved from: https://www.bbc.com/turkce/ haberler-dunya-60491537 23 Şubat 2022.
  • Brock, T., & Johnson, M. (2021). The gamblification of digital games. Journal of Consumer Culture, 21(1), 3-13. https://doi.org/10.1177/14695405219939
  • Brown, J.D., & Bobkowski, P.S. (2011). Older and newer media: Patterns of use and effects on adolescent’s helath and well-being. Journal of Research on Adoloescence, 21(1), 95-113. Doi: 10.1111/j.1532-7795.2010.00717.x
  • Creswell, J. W. (2014). Nitel, nicel ve karma yöntem yaklaşımları araştırma deseni. (S. B. Demir, Çev. Ed.), Eğiten Kitap: Ankara.
  • Damar, M. (2018). Medyanın çocuklarda korku ve şiddete etkisi. N. SAargın (Ed.) Sanal alem/medya şiddeti içinde (s. 1-22). Ankara: Hegem.
  • Dijital Oyunlar Bilgi Platformu. (2023, 15 Mart). PEGI Yaş Sınıflandırmaları. Retrieved from: https://www.guvenlioyna.org.tr/pegi
  • Dijital Oyunlar Raporu, 2019. (2024, 10 Mart). https://www.guvenliweb.org.tr/dosya/RjARy.pdf Entertainment Software Rating Board (2024, 12 Mart). Tools For Parents. Retrieved from: https://www.esrb.org/
  • Erden, E., & Bulut, S. (2023). İlkokul ve ortaokul öğrencilerinde dijital oyun bağımlılığı ve yalnızlık. İbn Haldun Çalışmaları Dergisi, 8(2), 127-138. https://doi.org/10.36657/ihcd.2023.111
  • Fadda, D., Pellegrini, M., Vivanet, G., & Zandonella Callegher, C. (2022). Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12. Journal of Computer Assisted Learning, 38(1), 304-325. https://doi.org/10.1111/jcal.12618
  • Fehrenbacher, C., Schoeny, M. E., Reed, M., Shattell, M., & Breitenstein, S. M. (2020). Referral to digital parent training in primary care: Facilitators and barriers. Clinical Practice İn Pediatric Psychology, 8(3), 268. https://doi.org/10.1037/cpp0000367
  • Frasca, G. (2001). Rethinking agency and immersion: video games as a means of consciousness-raising. Digital Creativity, 12(3), 167-174. https://doi.org/10.1076/digc.12.3.167.3225
  • Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors and school performance. Journal of Adolescence, 27, 5-22. https://doi.org/10.1016/j.adolescence.2003.10.002
  • Gezgin, D. M. (2023). Çocuklarda problemli teknoloji kullanımı, olumsuz etkileri ve çözüm önerileri. Paradigma: Çanakkale.
  • Janssen, I.; Boyce, W.F., & Pickett, W. (2012). Screen time and physical violence in 10 to 16-Year-Old Canadian Youth. Int J Public Health, 57, 325-331.
  • Karademir Coşkun, T. & Filiz, O. (2019). Okul öncesi öğretmen adaylarının dijital oyun bağımlılığına yönelik farkındalıkları. Addicta: The Turkish Journal on Addictions, 6, 239−267. Doi: http://dx.doi.org/10.15805/addicta.2019.6.2.0036
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). The effects of pathological gaming on aggressive behavior. Journal of Youth and Adolescence, 40(1), 38–47. https://doi.org/10.1007/s10964-010-9558-x
  • Livingstone S., Ólafsson K, Helsper E. J., Lupiáñez-Villanueva F., Veltri, G. A., & Folkvord F. (2017). Maximizing opportunities and minimizing risks for children online: The role of digital skills in emerging strategies of parental mediation. Journal of Communication, 67, 82-105. https://doi.org/10.1111/jcom.12277
  • Livingstone, S., Ólafsson, K., & Pothong, K. (2023). Digital play on children’s terms: A child rights approach to designing digital experiences. New Media & Society, 1-21. https://doi.org/10.1177/14614448231196579
  • Magnussen, M. L. (2024). Becoming a bad mother: exploring ruling relations in the Norwegian welfare state from the standpoint of a Somali single parent. Families, Relationships and Societies, 13(1), 2-16. https://doi.org/10.1332/204674321X16690151461326
  • Merriam, S. B. (2013). Nitel araştırma. (Selahattin Turan, Çev. Ed.). Ankara: Nobel. Miles, M. B., & Huberman, A. M. (2015). Nitel veri analizi. (Sadegül Akbaba Altun & Ali Ersoy, Çev. Ed.). Ankara: Pegem.
  • Ministry of Health (2018). Dijital oyun bağımlılığı çalıştay raporu. Ankara.
  • Muslu, G. K., & Aygun, O. (2020). An analysis of computer game addiction in primary school children and its affecting factors. Journal Of Addictions Nursing, 31(1), 30-38. Doi: 10.1097/JAN.0000000000000322
  • Mustafaoğlu, R., & Yasacı, Z. (2018). Dijital oyun oynamanın çocukların ruhsal ve fiziksel sağlığı üzerine olumsuz etkileri. Bağımlılık Dergisi, 19(3), 51-58.
  • Mustafaoğlu, R., Zirek, E., Yasacı, Z. & Razak Özdinçler, A. (2018). Dijital teknoloji kullanımının çocukların gelişimi ve sağlığı üzerine olumsuz etkileri. Addicta: The Turkish Journal on Addiction, 5, 227–247. http://dx.doi.org/10.15805/addicta.2018.5.2.0051
  • Nevski, E., & Siibak, A. (2020). The role of parents and parental mediation on 0–3-year olds’ digital play with smart devices: Estonian parents’ attitudes and practices. In Digital Play and Technologies in the Early Years, 5-19.
  • Ölmez, E. (2024). "Ebeveynim dijital oyun rehberim" aile eğitim programının çocukların dijital oyun bağımlılıkları ile dijital oyun ebeveyn rehberlik stratejilerine etkisi. [Unpublished master’s thesis]. Çankırı Karatekin Üniversitesi.
  • Pan European Game Information (PEGI) (2024, 10 Mart). Parental Control Tools. Erişim adresi: https://pegi.info/
  • Pons-Salvador, G., Zubieta-Méndez, X., & Frias-Navarro, D. (2022). Parents’ digital competence in guiding and supervising young children's use of the Internet. European Journal of Communication, 37(4), 443-459. https://doi.org/10.1177/02673231211072669
  • Restrepo, A., Scheininger, T., Clucas, J., Alexander, L., Salum, G. A., Georgiades, K., ... & Milham, M. P. (2020). Problematic internet use in children and adolescents: associations with psychiatric disorders and impairment. BMC psychiatry, 20, 1-11.
  • Rosyati, T., Purwanto, M. R., Gumelar, G., Yulianti, R. T., & Mukharrom, T. (2020). Effects of games and how parents overcome addiction to children. Journal of Critical Reviews, 7(1), 65-67.
  • Sun, X., & Li, X. (2024). Video game time and psychosocial well-being in chinese children: the mediating role of self-esteem. Journal of Child and Family Studies, 1-12.
  • Toran, M., Ulusoy, Z., Aydın, B., Deveci, T. & Akbulut, A. (2016). Çocukların dijital oyun kullanımına ilişkin annelerin görüşlerinin değerlendirilmesi. Kastamonu Eğitim Dergisi, 24(5), 22–63.
  • Tozduman Yaralı, K. (2024). Dijital Oyunları Yasaklamak Çözüm Mü? Akademik Akıl. Retrieved from: https://www.akademikakil.com/dijital-oyunlari-yasaklamak-cozum-mu/kevsertyarali/
  • TUIK (2021). Çocuklarda Bilişim Teknolojileri Kullanım Araştırması, 2021. Retrieved from: https://data.tuik.gov.tr/Bulten/Index?p=Cocuklarda-Bilisim-Teknolojileri-Kullanim-Arastirmasi-2021-41132
  • Varga, V., & Topić, M. K. (2022). The Children’s motivation for digital technology use: parents and children’s perspective. Primenjena Psihologija, 15(3), 305-326.
  • We Are Social (2022). Digital 2022: Another Year of Bumper Growth. Retrieved from: https://wearesocial.com/uk/blog/2022/01/digital-2022-another-year-of-bumper-growth-2/
  • Yalçın Irmak, A. & Erdoğan, S. (2016). Ergen ve genç erişkinlerde dijital oyun bağımlı¬lığı: Güncel bir bakış, Türk Psikiyatri Dergisi, 27, 128-137.
  • Yan, Z. (2006). What influences children's and adolescents' understanding of the complexity of the Internet? Developmental Psychology, 42(3), 418. https://doi.org/10.1037/0012-1649.42.3.418
  • Zastrow, M. (2017). News Feature: Is video game addiction really an addiction? Proceedings of The National Academy of Sciences of The United States of America, 114(21), E4316-E4316.
Year 2025, Volume: 10 Issue: 1, 75 - 86, 03.01.2025
https://doi.org/10.53850/joltida.1483847

Abstract

References

  • Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27, 113-122. https://doi.org/10.1016/j.adolescence.2003.10.009
  • Arnott, L. (2020). An ecological exploration of young children’s digital play: framing children’s social experiences with technologies in early childhood. Early Years, 49-66.
  • Aydoğdu Karaaslan, İ. (2015) . Dijital oyunlar ve dijital şiddet farkındalığı: ebeveyn ve çocuklar üzerinde yapılan karşılaştırmalı bir analiz. Uluslararası Sosyal Araştırmalar Dergisi, 8(36), 806-818. Doi: 10.17719/jisr.2015369545
  • Benedetto, L., & Ingrassia, M. (2021). Digital parenting: Raising and protecting children in media world. Parenting: Studies by an Ecocultural and Transactional Perspective, 127-148.
  • Bilişim Vadisi (2021, 10 Mart). Re-Think dijital oyun e-çalıştayı sonuç raporu 2021. Retrieved from: https://bilisimvadisi.com.tr/wp-content/uploads/2022/05/Dijital_Oyun_Calistay_Raporu-Re-Think.pdf
  • British Broadcasting Corporation. (2022, Şubat 23). Children able to enter virtual strip clubs in the metaverse. Retrieved from: https://www.bbc.com/turkce/ haberler-dunya-60491537 23 Şubat 2022.
  • Brock, T., & Johnson, M. (2021). The gamblification of digital games. Journal of Consumer Culture, 21(1), 3-13. https://doi.org/10.1177/14695405219939
  • Brown, J.D., & Bobkowski, P.S. (2011). Older and newer media: Patterns of use and effects on adolescent’s helath and well-being. Journal of Research on Adoloescence, 21(1), 95-113. Doi: 10.1111/j.1532-7795.2010.00717.x
  • Creswell, J. W. (2014). Nitel, nicel ve karma yöntem yaklaşımları araştırma deseni. (S. B. Demir, Çev. Ed.), Eğiten Kitap: Ankara.
  • Damar, M. (2018). Medyanın çocuklarda korku ve şiddete etkisi. N. SAargın (Ed.) Sanal alem/medya şiddeti içinde (s. 1-22). Ankara: Hegem.
  • Dijital Oyunlar Bilgi Platformu. (2023, 15 Mart). PEGI Yaş Sınıflandırmaları. Retrieved from: https://www.guvenlioyna.org.tr/pegi
  • Dijital Oyunlar Raporu, 2019. (2024, 10 Mart). https://www.guvenliweb.org.tr/dosya/RjARy.pdf Entertainment Software Rating Board (2024, 12 Mart). Tools For Parents. Retrieved from: https://www.esrb.org/
  • Erden, E., & Bulut, S. (2023). İlkokul ve ortaokul öğrencilerinde dijital oyun bağımlılığı ve yalnızlık. İbn Haldun Çalışmaları Dergisi, 8(2), 127-138. https://doi.org/10.36657/ihcd.2023.111
  • Fadda, D., Pellegrini, M., Vivanet, G., & Zandonella Callegher, C. (2022). Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12. Journal of Computer Assisted Learning, 38(1), 304-325. https://doi.org/10.1111/jcal.12618
  • Fehrenbacher, C., Schoeny, M. E., Reed, M., Shattell, M., & Breitenstein, S. M. (2020). Referral to digital parent training in primary care: Facilitators and barriers. Clinical Practice İn Pediatric Psychology, 8(3), 268. https://doi.org/10.1037/cpp0000367
  • Frasca, G. (2001). Rethinking agency and immersion: video games as a means of consciousness-raising. Digital Creativity, 12(3), 167-174. https://doi.org/10.1076/digc.12.3.167.3225
  • Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors and school performance. Journal of Adolescence, 27, 5-22. https://doi.org/10.1016/j.adolescence.2003.10.002
  • Gezgin, D. M. (2023). Çocuklarda problemli teknoloji kullanımı, olumsuz etkileri ve çözüm önerileri. Paradigma: Çanakkale.
  • Janssen, I.; Boyce, W.F., & Pickett, W. (2012). Screen time and physical violence in 10 to 16-Year-Old Canadian Youth. Int J Public Health, 57, 325-331.
  • Karademir Coşkun, T. & Filiz, O. (2019). Okul öncesi öğretmen adaylarının dijital oyun bağımlılığına yönelik farkındalıkları. Addicta: The Turkish Journal on Addictions, 6, 239−267. Doi: http://dx.doi.org/10.15805/addicta.2019.6.2.0036
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). The effects of pathological gaming on aggressive behavior. Journal of Youth and Adolescence, 40(1), 38–47. https://doi.org/10.1007/s10964-010-9558-x
  • Livingstone S., Ólafsson K, Helsper E. J., Lupiáñez-Villanueva F., Veltri, G. A., & Folkvord F. (2017). Maximizing opportunities and minimizing risks for children online: The role of digital skills in emerging strategies of parental mediation. Journal of Communication, 67, 82-105. https://doi.org/10.1111/jcom.12277
  • Livingstone, S., Ólafsson, K., & Pothong, K. (2023). Digital play on children’s terms: A child rights approach to designing digital experiences. New Media & Society, 1-21. https://doi.org/10.1177/14614448231196579
  • Magnussen, M. L. (2024). Becoming a bad mother: exploring ruling relations in the Norwegian welfare state from the standpoint of a Somali single parent. Families, Relationships and Societies, 13(1), 2-16. https://doi.org/10.1332/204674321X16690151461326
  • Merriam, S. B. (2013). Nitel araştırma. (Selahattin Turan, Çev. Ed.). Ankara: Nobel. Miles, M. B., & Huberman, A. M. (2015). Nitel veri analizi. (Sadegül Akbaba Altun & Ali Ersoy, Çev. Ed.). Ankara: Pegem.
  • Ministry of Health (2018). Dijital oyun bağımlılığı çalıştay raporu. Ankara.
  • Muslu, G. K., & Aygun, O. (2020). An analysis of computer game addiction in primary school children and its affecting factors. Journal Of Addictions Nursing, 31(1), 30-38. Doi: 10.1097/JAN.0000000000000322
  • Mustafaoğlu, R., & Yasacı, Z. (2018). Dijital oyun oynamanın çocukların ruhsal ve fiziksel sağlığı üzerine olumsuz etkileri. Bağımlılık Dergisi, 19(3), 51-58.
  • Mustafaoğlu, R., Zirek, E., Yasacı, Z. & Razak Özdinçler, A. (2018). Dijital teknoloji kullanımının çocukların gelişimi ve sağlığı üzerine olumsuz etkileri. Addicta: The Turkish Journal on Addiction, 5, 227–247. http://dx.doi.org/10.15805/addicta.2018.5.2.0051
  • Nevski, E., & Siibak, A. (2020). The role of parents and parental mediation on 0–3-year olds’ digital play with smart devices: Estonian parents’ attitudes and practices. In Digital Play and Technologies in the Early Years, 5-19.
  • Ölmez, E. (2024). "Ebeveynim dijital oyun rehberim" aile eğitim programının çocukların dijital oyun bağımlılıkları ile dijital oyun ebeveyn rehberlik stratejilerine etkisi. [Unpublished master’s thesis]. Çankırı Karatekin Üniversitesi.
  • Pan European Game Information (PEGI) (2024, 10 Mart). Parental Control Tools. Erişim adresi: https://pegi.info/
  • Pons-Salvador, G., Zubieta-Méndez, X., & Frias-Navarro, D. (2022). Parents’ digital competence in guiding and supervising young children's use of the Internet. European Journal of Communication, 37(4), 443-459. https://doi.org/10.1177/02673231211072669
  • Restrepo, A., Scheininger, T., Clucas, J., Alexander, L., Salum, G. A., Georgiades, K., ... & Milham, M. P. (2020). Problematic internet use in children and adolescents: associations with psychiatric disorders and impairment. BMC psychiatry, 20, 1-11.
  • Rosyati, T., Purwanto, M. R., Gumelar, G., Yulianti, R. T., & Mukharrom, T. (2020). Effects of games and how parents overcome addiction to children. Journal of Critical Reviews, 7(1), 65-67.
  • Sun, X., & Li, X. (2024). Video game time and psychosocial well-being in chinese children: the mediating role of self-esteem. Journal of Child and Family Studies, 1-12.
  • Toran, M., Ulusoy, Z., Aydın, B., Deveci, T. & Akbulut, A. (2016). Çocukların dijital oyun kullanımına ilişkin annelerin görüşlerinin değerlendirilmesi. Kastamonu Eğitim Dergisi, 24(5), 22–63.
  • Tozduman Yaralı, K. (2024). Dijital Oyunları Yasaklamak Çözüm Mü? Akademik Akıl. Retrieved from: https://www.akademikakil.com/dijital-oyunlari-yasaklamak-cozum-mu/kevsertyarali/
  • TUIK (2021). Çocuklarda Bilişim Teknolojileri Kullanım Araştırması, 2021. Retrieved from: https://data.tuik.gov.tr/Bulten/Index?p=Cocuklarda-Bilisim-Teknolojileri-Kullanim-Arastirmasi-2021-41132
  • Varga, V., & Topić, M. K. (2022). The Children’s motivation for digital technology use: parents and children’s perspective. Primenjena Psihologija, 15(3), 305-326.
  • We Are Social (2022). Digital 2022: Another Year of Bumper Growth. Retrieved from: https://wearesocial.com/uk/blog/2022/01/digital-2022-another-year-of-bumper-growth-2/
  • Yalçın Irmak, A. & Erdoğan, S. (2016). Ergen ve genç erişkinlerde dijital oyun bağımlı¬lığı: Güncel bir bakış, Türk Psikiyatri Dergisi, 27, 128-137.
  • Yan, Z. (2006). What influences children's and adolescents' understanding of the complexity of the Internet? Developmental Psychology, 42(3), 418. https://doi.org/10.1037/0012-1649.42.3.418
  • Zastrow, M. (2017). News Feature: Is video game addiction really an addiction? Proceedings of The National Academy of Sciences of The United States of America, 114(21), E4316-E4316.
There are 44 citations in total.

Details

Primary Language English
Subjects Information Systems (Other)
Journal Section Research Article
Authors

Kevser Tozduman Yaralı 0000-0002-7765-0461

Publication Date January 3, 2025
Submission Date May 15, 2024
Acceptance Date October 15, 2024
Published in Issue Year 2025 Volume: 10 Issue: 1

Cite

APA Tozduman Yaralı, K. (2025). An Examination of Children’s Digital Gaming Habits and Preferred Games. Journal of Learning and Teaching in Digital Age, 10(1), 75-86. https://doi.org/10.53850/joltida.1483847

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. 19195

Journal of Learning and Teaching in Digital Age. All rights reserved, 2023. ISSN:2458-8350