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

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.

Authors

Institutions

Publication Details

Journal
Journal of Learning and Teaching in Digital Age
Published
2024-11-29
DOI
https://doi.org/10.53850/joltida.1483847
Citations
1
Primary Topic
Child Development and Digital Technology
Type
article
Field-Weighted Citation Impact
2.10
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

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

Kevser Tozduman Yaralı
1 citations
Journal of Learning and Teaching in Digital Age
Child Development and Digital Technology
2.10
article

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

Kevser Tozduman Yaralı
article en
1 citations

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.

Journal of Learning and Teaching in Digital AgeVol. 10(1)
Adnan Menderes University (TR)
Peace, Justice and strong institutions
Openalex Percentile: Top 10%
Child Development and Digital Technology
2.10
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

An Examination of Children's Digital Gaming Habits and Preferred Games — Kevser Tozduman Yaralı · Journal of Learning and Teaching in Digital Age (2024) | TGRS Research Map | TGRS