ABSTRACT: With the objective of identifying the opinion of adolescents about the violence of digital
games, this investigation analyzes how adolescents relate to these artifacts, even when
they identify that some are violent. This is a quantitative and qualitative research, in a
Case Study approach. For data collection, an online questionnaire was elaborated,
tabulated from the Google Form applications, transformed into frequencies,
percentages and graphs and Wordle.net was also used to generate word clouds. The
results show that adolescents have a simplistic and naïve view about violence, and in
the opinion about the influence of digital games, there is a polarization of the results.
Most say that they continue to play, even when they identify it is violent or when it
has elements of violence.
Keywords: Adolescence. Digital Games. Violence.
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