Internet is a communication tool used in entertainment worldwide. The Internet is no longer a novelty for children and young people, but a necessity for them. For many children, today the distinction between online and daily activities is becoming smaller. Gradually, the computer game industry has become a lucrative business, increasing its production every day. The recent technology, depending on “PlayStation” slots, has begun to make significant impacts by creating a problem that needs to be addressed. On the other hand, there is little evidence that shows how social professionals are responding to new child protection challenges while navigating online. This paper focuses on describing, identifying, and assessing the perception and persp...
The European Online Games, Social Media and Mobile Application sector has grown substantially in rec...
The paper describes research on the role and place of computer games in the lives of children and ad...
The main aim of the bachelor thesis is to map children's experiences with playing computer games in ...
Internet is a communication tool used in entertainment worldwide. The Internet is no longer a novelt...
For the central entertainment industry of the 21st century - online gaming, children are undoubtedly...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
Abstract: This study investigates the effects of computer games on teenagers in Famagusta, Turkish...
The aim of this thesis is description of game and it´s levels, then uncovering the reasons, which l...
Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media ...
The paper deals with the problem of the application of video games in teaching and learning in the ...
Advergame has been one of the new advertisement channels for digital games of which effect has been ...
The aim of this study is to examine mobile games in the context of their content and to evaluate the...
This paper discusses the level of acceptation of different kinds of computer games and the changes o...
Today's society is characterized by the expansion of scientific and technological development, leadi...
The aim of this qualitative study is to explore cyber bullying perceptions of kids who play computer...
The European Online Games, Social Media and Mobile Application sector has grown substantially in rec...
The paper describes research on the role and place of computer games in the lives of children and ad...
The main aim of the bachelor thesis is to map children's experiences with playing computer games in ...
Internet is a communication tool used in entertainment worldwide. The Internet is no longer a novelt...
For the central entertainment industry of the 21st century - online gaming, children are undoubtedly...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
Abstract: This study investigates the effects of computer games on teenagers in Famagusta, Turkish...
The aim of this thesis is description of game and it´s levels, then uncovering the reasons, which l...
Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media ...
The paper deals with the problem of the application of video games in teaching and learning in the ...
Advergame has been one of the new advertisement channels for digital games of which effect has been ...
The aim of this study is to examine mobile games in the context of their content and to evaluate the...
This paper discusses the level of acceptation of different kinds of computer games and the changes o...
Today's society is characterized by the expansion of scientific and technological development, leadi...
The aim of this qualitative study is to explore cyber bullying perceptions of kids who play computer...
The European Online Games, Social Media and Mobile Application sector has grown substantially in rec...
The paper describes research on the role and place of computer games in the lives of children and ad...
The main aim of the bachelor thesis is to map children's experiences with playing computer games in ...