In the digital era, the development of media in the adolescent population is an academic issue that is seriously taking into account. Depending on the type of media that one accesses, short videos nowadays have a key role in their lives, and a number of them cannot afford to do without them. The use of electronic games has not diminished as a recreational activity among youths. The main focus of this project is on the impact of media sources, especially on the behavior of adolescents, because this is crucial for competent personnel and their well-being. The article aims to interrogate the multiple ways the short videos operate, particularly among adolescents, using electronic games as a significant case. The examination of the consequences of the new media in the area of cognition, emotion, and behavior will be the key purpose of this work. It aims to look at the current problems and suggest how they can be solved to help teenagers grow up healthy and successful.
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