II. Introduction There was a time when the endless summer for a child referred to hours spent Basketball and badminton courts or even romping with neighbourhood kids. Kids still do all these things but today’s kids have more ways of having fun including hours and hours in front of computer games playing interactive game contests that can feature a lot of blood and gore. Computer games are the most popular entertainments in modern societies and they target a variety of people in different ages. The addiction to the rivalry and excitements of the games make them the most common recreational programs for today's teenagers, so that they do anything to reach a higher level of the game, they immerse in the game so much that they completely separate from their surroundings. Challenging with the obstacles and reaching a higher level in the game, make the players excited and losing the game make them anxious. Computer games started in 1972 with Pang, a computer tennis game, and then developed in hardware and software systems. Improvement of quality and variety of games increasingly spread it in the society especially adolescences. It is believed that computer games like watching TV provides opportunities for visual learning. Especially because these games are more active compared to watching TV, they are considered more effective. Since these games are known as the second entertainment after TV, opponents of these games emphasize on their negative effects such as stimulating anger and violence, costing a lot of money and having negative effects of physical and mental health, which are much higher than the positive effects of the games such as increasing the coordination of eyes and hands. As Klein and Keepers mentioned in their research reports in 1990, students who prefer computer games to other entertainments have more behavioural problems those other students (cited from Patton). Currently in
II. Introduction There was a time when the endless summer for a child referred to hours spent Basketball and badminton courts or even romping with neighbourhood kids. Kids still do all these things but today’s kids have more ways of having fun including hours and hours in front of computer games playing interactive game contests that can feature a lot of blood and gore. Computer games are the most popular entertainments in modern societies and they target a variety of people in different ages. The addiction to the rivalry and excitements of the games make them the most common recreational programs for today's teenagers, so that they do anything to reach a higher level of the game, they immerse in the game so much that they completely separate from their surroundings. Challenging with the obstacles and reaching a higher level in the game, make the players excited and losing the game make them anxious. Computer games started in 1972 with Pang, a computer tennis game, and then developed in hardware and software systems. Improvement of quality and variety of games increasingly spread it in the society especially adolescences. It is believed that computer games like watching TV provides opportunities for visual learning. Especially because these games are more active compared to watching TV, they are considered more effective. Since these games are known as the second entertainment after TV, opponents of these games emphasize on their negative effects such as stimulating anger and violence, costing a lot of money and having negative effects of physical and mental health, which are much higher than the positive effects of the games such as increasing the coordination of eyes and hands. As Klein and Keepers mentioned in their research reports in 1990, students who prefer computer games to other entertainments have more behavioural problems those other students (cited from Patton). Currently in