Reflections of symbols used in digital games on religious values of individuals aged 12-17
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Abstract (EN)
The main purpose of the research is to investigate the reflections of the symbols used in digital games on the religious values of young people in the digitalizing age. In terms of age range, the 12-17 age group, the period in which digital games are played the most, was examined. In this research, qualitative research method was used and phenomenological-interpretive design was used. Participants were reached with the snowball technique and the data were obtained by observation and interview techniques. In order to provide the findings, 9 people were interviewed, and it was terminated when sufficient data saturation was reached. In the analysis of the data, descriptive and content analysis were used. As a result, it has been observed that individuals with digital game addiction have experienced problems either within the family or in their environment. In addition, since the games were generally viewed with the aim of winning, religious symbols could not be paid attention to during the game. It was understood that the comments about religious value were learned as a result of non- game research. Keywords: Youth, Symbol, Religious Value, Digital Game.
Author
Eda Eryiğit
Institution
Ankara University
Division of Sociology of Religion
How to Cite
Eda Eryiğit (Master Thesis). Reflections of symbols used in digital games on religious values of individuals aged 12-17, 2023, Ankara University.
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