Media Literacy in the Gaming World: Empowering Youth in the Digital Age
DOI:
https://doi.org/10.62051/5m67gg90Keywords:
game world; media literacy; teenagers.Abstract
In the digital age, games have become an indispensable media form in young people’s lives. This article aims to provide an in-depth look at media literacy in the gaming world in order to enable adolescents to participate more fully in the media environment in the digital age. By clearly defining media literacy, we analyze the nature of games as a special medium, and explore the benefits of media literacy for teenagers and the challenges faced by the digital age. This article first introduces the concept of media literacy, then analyzes the unique characteristics of games as a medium, and then explores the positive impact of media literacy on young people’s mental development and social skills. It also examines the impact of mobile game convenience and game mode on time. Management challenges. The study finds the urgency of developing media literacy in the digital age, with particular emphasis on the need to give adolescents more power and control. Through this strategy, young people can be stimulated to think creatively, develop their ability to think independently, and better understand and respond to the impact of digital entertainment. This study provides insights for future media literacy research, highlighting that giving adolescents more power and control is a necessary way to promote their overall development in the digital age.
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