المجلة الجزائرية للأمن والتنمية
Volume 14, Numéro 1, Pages 261-274
2025-01-01

The Impact Of Playing Electronic Games On Linguistic Intelligence And Social Intelligence In Children

Authors : Liazid Nadira . Abdelli Oualid .

Abstract

Video games are frequently viewed as a mental and physical sport that promotes cognitive growth. However, this paper's main focus is on the dangers of the increasing popularity of this kind of leisure activity and how it significantly affects children in all Arab nations, but especially in Algeria. Since the majority of these games are Western in origin rather than Arab, they take focus away from other pursuits, particularly sports and physical activities, which are vital to a child's development because of their positive effects on the body, mind, social skills, and education as well as their ability to improve behavior. One of the most alluring things that computer technology has to offer is video games, which draw kids in and encourage them to play constantly for extended periods of time. Through these games, kids are allowed complete autonomy to fulfill their needs and desires, which encourages them to develop their skills, discover their potential, and engage in additional video game-generated experiences. An individual grows more alone, ensnared in their virtual world, and estranged from even their closest loved ones the more they play and interact with various online gaming platforms. By researching these phenomena and how they affect social and linguistic intelligence, we can better manage the problem, lessening its severity and preventing it from spreading among kids. It is crucial to recognize that this study might reveal information about the video games that have captivated the attention of many of our kids. This knowledge will make it easier for Algerian kids to avoid developing an addiction to these Western-produced games, withstand their appeal, and safeguard kids who aren't completely aware of the ramifications and the degree to which these games affect their behavior and habits

Keywords

Video Games; Linguistic Intelligence; Social Intelligence; Children