- by Gersi Mirashi
- January 13, 2023
The Effects of New Communication Technologies on Teenagers: The Case Study of Computer Games
by Msc. Erisela MARKO
Abstract
This study investigates the effects of computer games on teenagers in Famagusta, Turkish Republic of Northern Cyprus. Most games are inspired from other media as books, TV, films, etc. For this kind of media entertainment, the term ‘passive entertainment’ is used. However, computer games and video games are considered as ‘interactive entertainment’. Computer games are interactive because they make people to feel that they are inside the story. 400 teenagers, 200 boys and 200 girls participated in this research from four different schools in Famagusta. Two of the schools are high schools and two others are secondary schools. Each participant completed a questionnaire with 35 closed-ended questions. The data were collected and analyzed by using SPSS 10.00 program. Using the data gathered with the questionnaire, whether playing computer games affects the children’s school performance; whether decreases their participation on social activities; whether evokes aggressive behavior; and whether causes the feeling of loneliness is discussed.
How to cite: Marko, E. (2022). The effects of new communication technologies on teenagers: The case study of computer games. Polis, 21(1), 23–57.
https://doi.org/10.58944/mwgo1113
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.