Young people's uses of electronic games applications and their relationship to their vision of the self and the others

Document Type : Original Article

Author

Assistant Professor in the Department of Media, Faculty of Arts - Helwan University

Abstract

 
 
The current study tests the assumptions of the third person theory on young people by monitoring the types of electronic games most preferred by young people, revealing the reasons for their use of these games, and exploring the relationship between the cognitive gap between self and the other, in addition to monitoring the extent to which young people support taking measures to protect against the dangers of electronic games. The study sample was applied in Greater Cairo and Upper Egypt to study the differences in the visions between them. To study the extent of the impact of electronic games across different environments and cultures within the same society and to determine the similarity and differences in the visions of young people according to the environment in which they live. The most important results of the study were:-
- The most important positive effects were in developing creativity and intelligence, enhancing their mental and cognitive abilities, and paying attention to digital technology, and that it increases opportunities for participation and social interaction, while the most important negative effects were represented in affecting academic achievement and uttering inappropriate words.
The emergence of an opposite effect of the third person theory of positive connotations, as the influence of the third person appears when the effects are negative
- There is an inverse negative relationship between the cognitive gap of the study sample and support for taking restrictive measures
 

Keywords