Evaluation of mobile games in the context of content: What do children face when playing mobile games?

MakaleYalnız künyeScopus SJRQ2

Özet

The aim of this study is to examine mobile games in the context of their content and to evaluate the situations faced by children through document analysis in terms of age-rating, game score, access permissions, the inclusion of advertisements, in-game purchases, encouraging consumerism, the inclusion of violence, bad habits, and educational value. The review and rating data of the games which can be found in Common Sense Media and Google Play Store were included in the study. These data were analyzed by descriptive content analysis using frequency (f) and percentage(%) values. According to our findings, it was revealed that 92% of the games involved in the study included in-game purchases and 75% of them included advertising. As a result of the investigations, it was also found that mobile games requested a lot of access permissions during installation. In addition, it was concluded that 90% of mobile games encouraged consumerism and 50% contained violence and fear elements. We think that the results are important in the way that they reveal the possible risks encountered by young people while they are playing mobile games and also in terms of increasing the awareness on the subject for both the users and their parents.

Anahtar Kelimeler

RDL Kalıcı Bağlantı (PID)
https://rdlopen.rawdatalibrary.net/r/munzur/3177Resmi atıflarda kullanılan kalıcı adres
DOI
https://doi.org/10.1177/2042753020936785Yayıncı resmi DOI adresi
İndeks kayıtları
Kaydın indeks veri tabanlarındaki sayfası (aktarımda alınan kayıt numarasıyla). Erişim, indeksin kendi koşullarına bağlıdır.
Atıflar
Scopus
5
WoS
7
OpenAlex
13
Her kaynağın kendi saydığı toplam atıf; aktarım ve zenginleştirme sırasında alındı.
Tam Kayıt
AlanDeğerDil
dc.contributor.authorGöksu, İdris
dc.contributor.authorAslan, Alper
dc.contributor.authorTurgut, Yiğit Emrah
dc.date.accessioned2026-10-28T14:56:18.214513342Z
dc.date.available2026-10-28T14:56:18.214513342Z
dc.date.issued2020
dc.description.abstractThe aim of this study is to examine mobile games in the context of their content and to evaluate the situations faced by children through document analysis in terms of age-rating, game score, access permissions, the inclusion of advertisements, in-game purchases, encouraging consumerism, the inclusion of violence, bad habits, and educational value. The review and rating data of the games which can be found in Common Sense Media and Google Play Store were included in the study. These data were analyzed by descriptive content analysis using frequency (f) and percentage(%) values. According to our findings, it was revealed that 92% of the games involved in the study included in-game purchases and 75% of them included advertising. As a result of the investigations, it was also found that mobile games requested a lot of access permissions during installation. In addition, it was concluded that 90% of mobile games encouraged consumerism and 50% contained violence and fear elements. We think that the results are important in the way that they reveal the possible risks encountered by young people while they are playing mobile games and also in terms of increasing the awareness on the subject for both the users and their parents.
dc.identifier.doi10.1177/2042753020936785
dc.identifier.eissn2042-7530
dc.identifier.endpage407
dc.identifier.issn1741-8887
dc.identifier.issue5
dc.identifier.scopus2-s2.0-85086870379
dc.identifier.startpage388
dc.identifier.urihttps://rdlopen.rawdatalibrary.net/r/munzur/3177
dc.identifier.volume17
dc.identifier.wosWOS:000648689500003
dc.language.isoen
dc.publisherSAGE Publications Inc.
dc.relation.ispartofE-Learning and Digital Media
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.subjectaccess permissions
dc.subjectage rating
dc.subjectMobile games
dc.subjectPEGI
dc.subject.classificationEducation & Educational Research
dc.subject.otherVIDEO GAME
dc.subject.otherEDUCATIONAL APPS
dc.subject.otherYOUNG-CHILDREN
dc.subject.otherMEDIA USE
dc.subject.otherADDICTION
dc.subject.otherCOMPUTER
dc.subject.otherVIOLENT
dc.subject.otherUSAGE
dc.subject.otherADOLESCENTS
dc.subject.otherPERSONALITY
dc.titleEvaluation of mobile games in the context of content: What do children face when playing mobile games?
dc.typeArticle
rdl.citation.openalex13
rdl.citation.scopus5
rdl.citation.wos7
rdl.oa.statusclosed
rdl.scopus.quartileQ2
rdl.source.indexSCOPUS
rdl.source.indexWOS
rdl.wos.indexEmerging Sources Citation Index (ESCI)