The effect of electronic warfare games on children's awareness of the concept of war and its tools: A cross-sectional study

Document Type : Original Article

Author

Lecturer, Radio and Television Department, Faculty of Mass Communication - Beni Suef University

Abstract

Online electronic warfare games (OEWG) are the most preferred among children and youth all over the world, and they have become part of their daily lifestyle. Considering the generation wars, electronic games are one of their most powerful tools. This study aimed at explaining the effect of these games on our children. A cross-sectional study conducted on a sample of girls and boys aged between 7-12 years old (middle childhood), lived in Greater Cairo and Alexandria. They were divided into two groups, where the first group represents children who play OEWG (FORTNITE and PUBG), which are the most famous and preferred electronic warfare games for these age category, and the second group represents children who do not play these games. It aimed also at finding the correlation between the impact of these on children in their perception of the concept of war and its tools, within the framework of the "Perceived Reality of Wars and its tools in electronic games" model. The results indicated that there are differences in knowledge of the concept of war and its tools between the two study groups in favor of the group of practitioners of electronic war and battle games, as these games help children acquire knowledge of wars, its tools and weapons names more than the children who do not play these games.

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