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Article
Publication date: 1 April 2002

R. Jayakanthan

The computer gaming industry has today become bigger than the world music and movie industries. The influence of computer games over the youth of today is akin to that of the…

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Abstract

The computer gaming industry has today become bigger than the world music and movie industries. The influence of computer games over the youth of today is akin to that of the cultural influence of music, political movements and even religion on youth culture of the past. Of late, computer games have been attracting people of all kinds into using computers. They have driven the spread of computers into the lives of individuals who had earlier had no incentive to use them. Computer games are gaining unprecedented access to the homes, minds and souls of people today. Hence it has become increasingly important for game developers and educators to study the application of computers for enhancing the education offered to the next generation of students. Computer games can be used to give a better form of education and can even make computers become the unique tools of learning. The paper will present the current scenarios of computer games being used for the purposes of education and training. It will also dwell on areas in which the tremendous capabilities of computer games as an education medium can be utilized in educating a new generation of students weaned on computer games. New possibilities for computer games as tools of knowledge will also be projected.

Details

The Electronic Library, vol. 20 no. 2
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 17 January 2022

Yang Li, Jiaze Li, Qi Fan and Zhihong Wang

The teenager community is the most affected community by cybercrime in the COVID-19 era. Increasing social networks and facilitating teenager access to the Internet have increased…

Abstract

Purpose

The teenager community is the most affected community by cybercrime in the COVID-19 era. Increasing social networks and facilitating teenager access to the Internet have increased the probability of cybercrimes. On the other hand, entertainment such as mobile and computer games is top-rated among teenagers. Teenagers' tendency to cybercrime may be influenced by individual, parent, social, economic and political factors. Studying the impact of social networks, mobile games and parents' religious attitudes on teenagers' tendency to cybercrimes in the COVID-19 era is the primary goal of this paper.

Design/methodology/approach

The outbreak of COVID-19 caused a considerable change in the world and the lifestyle of all people. Information and Communication Technology (ICT) was also affected by the special conditions of this virus. Changes in ICT and rapid access to it have empowered individuals and organizations, and people have increased civic participation and interaction through ICT. However, the outbreak of COVID-19 has created new challenges for the government and citizens and may cause new crimes. Cybercrime is a type of crime that occurs in a cyber environment. These crimes range from invasions of privacy to crimes in which the offender vaguely paralyzes the macroeconomic. In this research, 265 students of high schools and universities are used for collecting data by utilizing a survey. Measuring actions have been done in all surveys employing a Likert scale. The causal pattern is assessed through a constructional equation modeling procedure to study the scheme's validity and reliability.

Findings

The outcomes have indicated that social networks have no significant relationship with teenagers' tendency to cybercrimes in the COVID-19 era. Mobile games have a mild effect on teenagers' tendency to cybercrimes in the COVID-19 era, and parents' religious attitudes significantly impact teenagers' tendency to cybercrimes in the COVID-19 era.

Research limitations/implications

Current research also has some restrictions that must be noticed in assessing the outcomes. First, sample research was selected from high schools and universities in one city. So, the size of the model is small, and the generalization of results is limited. Second, this research may have ignored other variables that affect the tendency of teenagers' to cybercrime. Future researchers intend to investigate the parents' upbringing system's impact on teenager's trend to cybercrime in the COVID-19 era. Future research can also examine practical factors such as parental upbringing, attitudes toward technology development and virtual addiction in the COVID-19 era.

Originality/value

In this study, teenagers' tendency to cybercrimes in the COVID-19 era is investigated, and a procedure is applied depending on a practical occasion. This article's offered sample provides a perfect framework for influencing parents' social networks, mobile games and religious attitudes on teenagers' tendency to cybercrimes in the COVID-19 era.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 1 June 2004

Mark Van Hoorebeek

This article presents a preliminary discussion of two points of interest. Part one puts forward that libraries need to be actively aware of the health and safety issues relating…

1593

Abstract

This article presents a preliminary discussion of two points of interest. Part one puts forward that libraries need to be actively aware of the health and safety issues relating to computer work‐stations, this awareness will allow sensible steps to be taken not just to mitigate potential liability concerns but to ensure that computer technology is accessible and also easily and comfortably used by library employees and public users of the library. Part two argues that libraries will need to be versed in the dual disciplines of computer technology and copyright law to allow librarians and the library's computer support service to prevent copyright infringement. Libraries must distance themselves from potential piracy such as e‐book, music, games and computer software downloads facilitated by the peer‐to‐peer network. The article reviews, dissects and finally presents some tentative solutions that may mitigate the potential litigation from health and safety and piracy.

Details

The Electronic Library, vol. 22 no. 3
Type: Research Article
ISSN: 0264-0473

Keywords

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