

The preliminary report of the Ministry of Family and Social Services' 'Digital Addiction Workshop' has been completed
According to the preliminary report of the workshop organized by the Ministry of Family and Social Services as part of its efforts to combat digital addiction, children identify with strong characters in computer games, gaining confidence and courage from them. During the game, children create a new personality for themselves, but once the game ends, they feel lonely and experience sadness and insecurity when they cannot play.
For the first time, the Ministry held the "Digital Addiction and Family Workshop." Minister Mahinur Özdemir Göktaş attended the opening session of the workshop, which took place last week.
The preliminary report on the workshop was presented to Minister Göktaş. Digital addiction was examined from multiple perspectives through three different discussion groups: the "Experts' Table," the "Children's Table," and the "Adults' Table." The "Experts' Table" consisted of academics and representatives of non-governmental organizations, while the "Adults' Table" included parents whose children spend hours playing video games. The "Children's Table" allowed children themselves to share their experiences.
The workshop discussed definitions of addiction, potential solutions, and future projections for problematic digital use. Additionally, it explored children's motivations for playing digital games, the amount of time they spend gaming, and the processes that accompany their gameplay.
The preliminary report included striking findings on digital addiction. It revealed that strong characters in digital games have a profound impact on children.
Children tend to identify with these characters and choose figures that are powerful, dark, or highly skilled in using weapons, believing that these characters boost their confidence and courage. Some children expressed a desire to possess the strength of these characters, and many reported feeling as though they had developed a new personality while playing. However, once the game ends, they experience a decline in social relationships and increased isolation.
All children participating in the workshop stated that digital devices do not prevent them from spending time with their families. However, they also admitted that when they are not using their phones, they feel a sense of emptiness, sadness, and insecurity.
While the evaluation process for the workshop continues, the findings and recommendations will be discussed in a follow-up workshop. This upcoming event, expected to be held by the end of the year, will include representatives from public institutions.
Source: Ministry of Family and Social Services