The electronic games and cultivation theory and how it affects on Creative thinking on children and teenagers

Document Type : Original Article

Author

Master's degree in media.. majoring in public relations and advertising

Abstract

Playing is considered one of the behavioral patterns that children and teenagers perform in order to obtain entertainment, pleasure, and fun, or in order to obtain information, knowledge, and acquire skills. Playing plays an important role in shaping the awareness and personality of children and teenagers in the way they deal with things and with the people around them. The self-theory believes that playing represents the finest means of expression and forms their own world with all its experiences that lead to the development and the ability to imagine, create and think.
The results of previous studies indicated that the practice of violence in electronic games contributes to the increase of aggressive behavior and that electronic games have their positive aspects and their negative effects.
The current study aims to: identify the intensity of children and teenagers' use of electronic games, monitor their patterns of use of electronic games, and analyze the motives for their use of electronic games, through a field study on a simple random sample of children and teenagers consisting of (150) individuals (75) children and (75) teenagers.
The study uses the cultivation theory because it is considered an applied perception theory of ideas related to meaning-building processes and the formation of social realities.
The results revealed the use of electronic games according to demographic factors according to the gender variable. The percentage of males was higher than the percentage of females, while the educational categories variable was; The highest percentage came in favor of the category (private education), followed by the category of (government education), and finally (Azhar education). very indefinite time, the most important sites preferred by children and teenagers to play games were Facebook, followed by Instagram, and the most favorite types of electronic games via the Internet are “fighting games, adventures, gun, and bomb chases” and finally “simulation games (reenacting or creating realistic experiences using a computer such as cooking and Simulation of driving a car or plane...and others, and that the most important effects of their using of electronic games, where it came in the first order (infection with neck and back pain, and stooping), followed by (impaired vision and eye diseases, in the axis of health effects, followed (negligence, laziness, and inactivity), and finally (teaching fraud and fraudulent behaviors), and finally the axes of influences of electronic games varied, as it came in the foreground ( Health effects), then (effects on the level of academic achievement.), then (moral and educational effects) and finally (psychological and social effects).
 
 

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