![]() The complexity of the games and their impact on motivation, feelings, and social interaction are often underestimated. A common problem in this field of research is the creation of dichotomous categories of “good” and “bad”. This development raises the question of how the consumption of video games affects children’s behaviour and, more especially, the development of the irpersonalities. Nearly one of every five children aged 16 to 18 stated that they spend an average of three hours or more a day using computers, gaming consoles, and smartphones, and over a third of 10-to 18-year-olds stated that they prefer to play alone. On average, these children spend approximately 104 minutes a day playing these games, with boys playing longer than girls. According to a 2014 BITKOM study on media consumption of children and young people in Germany, 93% of children aged 10 to 18 years regularly play computer and video games. The consumption of video games plays a particularly important role among this age group. The term “digital natives” has been coined to refer to a generation that has grown up with computers and the internet. Engagement with the digital world starts at increasingly younger ages. Given the widespread use of devices such as smartphones, laptops, etc., they have become a major factor in the leisure activities of children and adolescents. Digital media have established themselves as an integral part of our society.
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