Search In this Thesis
   Search In this Thesis  
العنوان
الآثار الاجتماعية والثقافية للألعاب الالكترونية على الأطفال :
المؤلف
الطنطاوى، رشا حامد عطية.
هيئة الاعداد
باحث / رشا حامد عطية الطنطاوى
مشرف / سامية على حسنين
مناقش / سامية حسن حسين
مناقش / دينا محمد السعيد أبوالعلا
الموضوع
تربية الأطفال. علم الاجتماع التربوي. الأطفال - جوانب اجتماعية. الألعاب الإلكترونية والأطفال. الألعاب الإلكترونية والأطفال - جوانب اجتماعية. الألعاب الإلكترونية والأطفال - جوانب نفسية. الألعاب الإلكترونية - جوانب اجتماعية.
تاريخ النشر
2021.
عدد الصفحات
مصدر الكتروني (526 صفحة) :
اللغة
العربية
الدرجة
الدكتوراه
التخصص
علم الاجتماع والعلوم السياسية
تاريخ الإجازة
1/1/2021
مكان الإجازة
جامعة المنصورة - كلية الآداب - قسم علم الاجتماع.
الفهرس
يوجد فقط 14 صفحة متاحة للعرض العام

from 526

from 526

المستخلص

Introduction : Due to the tremendous developments in the field of technology, the electronic games industry has developed and expanded during the few past decades, mainly by making games more attractive to children. The places and centers for selling the electronic games have spread greatly in various shapes, sizes and types. This spread confronted the presence of an increasing demand by children for acquiring such games. These electronic devices and games spread in several places, including homes, clubs, and gaming centers. These games often depend on the speed of attention and thinking and they are played at any time and do not often need more than one person. In addition, these games are easy to be carried and their prices are affordable. Although many researchers in the field of sociology handled the issue of the electronic games, the current study deals with an important topic which is the social and cultural effects of electronic games on children. Hence, the current study tends to focus on the social, cultural, health ……etc. effects. The present study seeks to identify the role of the family and the social institutions (the school, the government, the mass media) in protecting children against the dangers of the electronic games. The problem of the study: The problem of the study is about the social and cultural effects of the electronic games on the children. These electronic games attract children by their graphic and adventures. These games face a great demand by the children. Their use was accompanied with many positive and negative effects on the children who play these games. These effects include a variety of behavioral, health, social and cultural effects. There is a need to study these effects. The present study attempts to identify the positive (social, cultural, cognitive, and psychological) effects of the electronic games on the children and the negative (social, psychological and health) effects of the electronic games on the children and the dangers resulting from these games. Moreover, the present study tries to reveal the role of the family and the social institutions (the school, the government, the mass media) in protecting children against the danger of the electronic games. Study results : The first question : What are the most popular types of the modern electronic games that the children are addicted to? What are the reasons or motives for addicting these games? What is the amount of the time the children spend playing these games?1. The results of the field study revealed that the most traditional types of games practised by the respondents at the public school are the folk games (at the first rank), the artistic games (at the second rank), the cultural games (at the third rank), the exploratory games (at the fourth rank), the synthetic games (at the fifth rank). As for the private school, the exploratory games (at the first rank), the technical games (at the second rank), the synthetic games (at the third rank), the cultural games (at the fourth rank) and the folk games (at the fifth rank). 2. The results of the field study revealed the types of the electronic games that the students prefer to play. As for the sample of the students from the public school, the adventure games came at the first rank, the football games came at the second rank, the fighting games came at the third rank, the puzzle games came at the fourth rank, the strategic games came at the fifth rank, the educational games came at the sixth rank and the role-playing games came at the seventh and last rank. As for the students of the private school, the puzzle games came at the first rank, the football games came at the second rank, the adventure games came at the third rank, the fighting games came at the fourth rank, the educational games came at the fifth rank, the strategy games came at the sixth rank and the role playing games came at the seventh and the last rank. 3. The results of the field study revealed the reason after preferring each electronic game. Many respondents from the public school have revealed that the reason why they prefer each electronic game is to spend their leisure time. They pointed out these games develop their mind. These games are exciting and full of fun. They play these games for entertainment and to rid of mental stress. The students of the private school have confirmed that they prefer the electronic games to spend their leisure time. They think that these games are perfect and they help students to get rid of being bored. 4. The results of the field study revealed that the number of hours that student of the public school spend playing electronic games range between an hour, an hour and a half, three hours, five hours and seven hours. Some students at the private school confirmed that they spend one hour, two hours, three hours, four hours, six hours, seven hours, and twelve hours playing electronic games. As for the second question : What are the positive and the negative (social, cultural, cognitive and psychological) effects of the electronic games on the children? 5. The results of the field study revealed that the electronic games have (positive and negative) effects on the students of the public and the private schools. As for the social positive impacts on the students of the public school, electronic games help them spend their leisure time (at the first rank), during playing such games, one imitates a certain preferred job that he/she likes to join in the future (at the second rank) and these games help one to establish social relationships (at the third rank). As for the positive social impacts on the students of the private school, these games help one establish social relations (at the first rank), during playing such games one imitates a certain preferred job that he/she likes to join in the future (at the second rank) and these electronic games help one spend his/ her leisure time (at the third rank).