Abstract

Internet, already a part of our lives far surpassing its limits as a means of communication, seems to have shaped most fields in human life and changed most of our daily habits and as a consequence the digital natives are observed to be completely living in Internet culture. One of the reflections of this culture and arenas in the Internet, social media has substantial impacts on gaming habits of digital natives. Up to the period in which Internet has interfered in man’s life, the games played by parents were passed from older generations to the new ones as a tradition, so generations used to play the same games; when the children of a previous era became parents they described the games they used to play to their kids thus paving the way to the sustainability of this game tradition. While different generations used to play the same games, today with the dissemination of Internet and social media caused a change of format in the traditionally played games and street games started to give their places to those played on the computers. Therefore, children started to play games on the Internet, an endless space whether negative or positive. The fact that parents are alienated from this arena, enabled the children to play violent games without any boundaries and to take place in social media arenas that could have negative impact on children’s worldly and spiritual well-being. The study is highly important in the sense that it clarifies the extent to which Internet and social media, which is actually the agent of change in children’s gaming habits, environments changed parents’ gaming habits among themselves and with their children. Surveys are conducted to the parents of primary school students as a field work to identify the changes originating from Internet and social media. According to research results, social media and Internet are found to be altering gaming habits of parents with their children. It is identified that parents keep themselves away from online environments in which their kids take place thus possibly breaking off the communication relationships between kids and parents.

Highlights

  • Game, which is considered to be an amusing activity without any long-term goal or satisfaction, (TDK, 2013), is defined as a recreational activity with its own set of rules

  • This study aims to observe to what extent the Internet and social media, the agent of change in playing habits of kids, have changed the habits of parents to play with their children

  • In order to prove the transformation the Internet has caused in gaming habits of children and their parents on the scale of social media, data were gathered on the basis of sociodemographical characteristics of research participants and a subsequent field study was conducted on parents of 4th and 5th graders at primary schools on the scale of Kayseri

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Summary

Introduction

Game, which is considered to be an amusing activity without any long-term goal or satisfaction, (TDK, 2013), is defined as a recreational activity with its own set of rules (www.buyukturkcesozluk.net, 2013). Whether it’s an infant, or a kid, adolescent or an adult, there are lots of answers to the question why a person plays a game We can gather these reasons under two titles (Duran, 2013): The first, draining the energy from the inside, the second one is helping the communication and sustainability of personal behaviors for a long time. Some examples of this might be the girls playing with a doll pretending a mother or boys playing with pot lids imitation the steering wheel in the hands of a driver. While these game groups are called kids games, people from all ages might be playing games like football, basketball or skittles

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