The Effects of New Communication Technologies on Teenagers: The Case Study of Computer Games Cover Image

The Effects of New Communication Technologies on Teenagers: The Case Study of Computer Games
The Effects of New Communication Technologies on Teenagers: The Case Study of Computer Games

Author(s): Erisela Marko
Subject(s): Media studies, Theory of Communication, School education, Social psychology and group interaction, Sociology of Culture, ICT Information and Communications Technologies
Published by: Shtëpia botuese “UET Press”
Keywords: communication; new media technology; popular media; entertainment; computer games;

Summary/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.

  • Issue Year: 2022
  • Issue No: 21
  • Page Range: 23-57
  • Page Count: 35
  • Language: English