Electronic Games and Their Impact on Social Relationships Among Adolescents: The Case of PUBG
Keywords:
Electronic games, PUBG, Social relationshipsAbstract
The objective of this study was to find online electronic games and explore all effects on social relationships among adolescents. PUBG has been used as a case study. The virtual game named PUBG has been used as a representative model for electronic games based on its popularity among adolescents of various age groups.
This study has been carried out on adolescents living in the city of El Oued. The study has descriptive-analytical characteristics, focusing on collecting as much information as possible about social realities and phenomena through field study. Simple Random Sampling has been used for collecting data from adolescents. Quantitative and qualitative tools, along with statistical methods, have also been used for collecting and analyzing data. The descriptive method has been used as an appropriate method for describing the phenomenon under study. The online questionnaire has been used for collecting data through Google Forms.
The sample used for the study comprised adolescents aged between 12 and 20 years who engage in electronic gaming activities through the assistance of their mothers as mediators between the researchers and the participants.
Percentage analysis was used for interpreting the results.
The study revealed that the electronic game PUBG has both positive and negative effects on adolescents' social relationships in the city of El Oued, besides its psychological, physical, and social effects on the adolescent.
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