2016
DOI: 10.17361/uhive.20161222013
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Opinion for Parents of Children Ages 6-14 Digital Play Game

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Cited by 4 publications
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“…Children spend most of their time outside of their physiological needs by playing games, and they can express their emotions by imitating the events they experience in daily life. Although the main purpose of the game, willingness, and entertainment have not changed from the past to the present, the tools used in the game have started to change with the digital change in the world (M. Hazar et al, 2016). Along with the rapidly developing game industry in the '90s, digital games that were swiftly consumed and new ones were released day by day emerged (Yalçın Irmak & Erdoğan, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Children spend most of their time outside of their physiological needs by playing games, and they can express their emotions by imitating the events they experience in daily life. Although the main purpose of the game, willingness, and entertainment have not changed from the past to the present, the tools used in the game have started to change with the digital change in the world (M. Hazar et al, 2016). Along with the rapidly developing game industry in the '90s, digital games that were swiftly consumed and new ones were released day by day emerged (Yalçın Irmak & Erdoğan, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Teachers need to update themselves, be good digital users as much as the mass they address and integrate this to teaching environments. Although the game playing type changed with digitalization from past to present, the purpose of the game, entertainment and voluntariness did not change (M. Hazar et al, 2016). Similarly, although children verged towards different game types, their interests and attitudes towards games never changed.…”
Section: Introductionmentioning
confidence: 99%