Positive and Negative Aspects of Digital Games from the Perspective of Adolescents

Ayten Doğan Keskin, Neriman Aral
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Abstract

The game, which is the work of the child, is handled in two ways as real play and digital play. From these games, digital games can be played with technological tools owing to the development of technology. These games also have positive and negative aspects. For this reason, it was aimed to reveal the positive and negative aspects of digital games from the point of view of adolescents in the study. Therefore, the study was carried out with 106 voluntarily adolescents who play digital games and between ages 12-14. In the study, where the data were collected quantitatively, a questionnaire consisted of open-ended-multiple-choice questions were used. According to the adolescents, the positive aspects of digital games were; eliminating boredom, reflex development, learning language, strategic thinking, experiencing competitiveness, earning money, relaxation, possibility to being an e-sport player. The negative aspects of digital games were; physical problems, problems related to lessons, attention, family.
青少年视角下数字游戏的正反两方面
游戏是孩子们的工作,有两种处理方式:真实游戏和数字游戏。从这些游戏中,由于技术的发展,数字游戏可以用技术工具来玩。这些游戏也有积极和消极的方面。因此,本研究旨在从青少年的角度揭示数字游戏的积极和消极方面。因此,这项研究是在106名自愿玩电子游戏的年龄在12-14岁之间的青少年中进行的。在这项研究中,数据是定量收集的,使用了一份由开放式选择题组成的问卷。根据青少年的说法,数字游戏的积极方面是;消除无聊,发展反射,学习语言,战略思维,体验竞争,赚钱,放松,成为电子竞技选手的可能性。数字游戏的消极方面有:身体问题,课程问题,注意力问题,家庭问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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