Document Type : Research Paper

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Abstract

Computer games have been the first computer-based medium, which their prevalence in the last decades of the twentieth century has been astonishing. In fact, this medium has slowly become a potent rival of television, and has replaced it in the leisure time activities of children and the youth. This inquiry aims at studying the level of the youth s use of computers. Moreover, it studies the incentives, effects and background Affects of the use of computer games. The method of this study was survey, and the population consisted the students of the first three years of all high schools in Tehran. Using multi-level cluster sampling, about 400 questionnaires were filled out by students. According to the findings, 80.7 percent of tbe respondents bad been using computer games, most of wbom (about 46 percent) bad played tbe games daily or some days in a week. The findings also show that among the effects and incentives influencing the respondents' use of computer games were: education, releasing the restrictions of the real life, and peer group pressures. Generally speaking, those who use new media also, by and large, tend to use computer games

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