Awareness Level of Youth Regarding the Risks of Electronic Games on Arab Identity in the Context of Memetic Community Promotion

Author

Department of Audio and Visual Media , Canadian International Institute for Modern Media Technology (CIC)

Abstract

This study revolves around "analyzing the impact of electronic games on Arab identity and the risks associated with their promotion in the memetic community." This objective is achieved by identifying patterns of electronic game usage and related motivations among youth, analyzing the perceived risks of these games from the youth's perspective, evaluating their awareness level of the memetic community content promoted by these games, and determining the degree of their awareness of coping mechanisms against these risks. The researcher adopted a quantitative survey methodology, utilizing an online questionnaire as a data collection tool from a purposive sample of 400 youth users of electronic games of various ages and backgrounds (educational, economic, social) ranging from 18 to 45 years old. The study's theoretical framework was based on the Olson model.
The study concluded the following: (53.2%) of the youth (study sample) engage in electronic games to a high extent. The majority of the youth (study sample) use both online and offline games together, with (55%) indicating so. Adventure, combat, and war games are the most preferred types among the youth (study sample), with preference rates of (54.3%) and (53.3%) respectively. The majority of the youth (study sample) have high motivations for using electronic games, with a percentage of (49.3%); (61.5%) of the youth (study sample) demonstrated a high level of awareness of the risks associated with electronic games. The majority of the youth (study sample) have a significant awareness of the memetic community promotion through these games, as they noticed the appearance of rainbow colors in these games, with (59.5%) confirming their observation during gameplay. The majority of the youth (study sample) did not notice the presence of advertisements supporting the memetic community (homosexuals) in these games, with (51%) indicating their lack of observation. Subway Surfers topped the list of electronic games associated with promoting homosexuality that the youth (study sample) have been exposed to or used, with a percentage of (21.8%); (80.5%) of the youth (study sample) have a high level of awareness of coping mechanisms against the risks of electronic games in the context of memetic community promotion.
There is no statistically significant relationship between the rates of youth (study sample) engagement in electronic games and the perceived risks associated with these games in terms of religious, ethical, social, and security risks. However, a weak negative relationship was found between the rates of youth (study sample) engagement in electronic games and the perceived risks associated with these games in terms of psychological, educational, and health risks.

Keywords


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