Surprising ranking: these are the computer games Israeli children like the most

The most popular computer games


Boy playing Fortnite. Third place in popularity | Photo: AFP

The gaps between boys and girls in the gaming world

Along with the ranking, the study reveals notable gender gaps in gaming habits. More than half of the girls, 53%, hardly play at all, compared to only about 24% of the boys. Even among the group of heavy gamers, who invest many hours and play in a variety of genres, the proportion of girls is only 5%, compared to 12% of boys.

One of the main explanations for the popularity of the leading games concerns their structure. These are open games, without a defined end point, which allow wide freedom of action, creativity and adaptability to players of different levels and of various ages. These features allow players to return again and again to the same game without experiencing a sense of exhaustion.

An integral part of the children’s social life

Meanwhile, the study emphasizes that the games are not only a personal activity, but also a significant social space. Competitive and cooperative games, accompanied by a culture of watching videos, streaming broadcasts and social discourse on networks, are becoming an integral part of the social life of children and teenagers, especially among boys. The high ranking of certain games is also related to how they are perceived culturally, with many being associated with values ​​of competition, achievement and conflict.

The researchers point out that the gender gaps do not only stem from personal preferences, but also from a broader social context, which includes norms, representations and different patterns of technology use.

Dr. Sharon Harduf-Yafa from the Levinsky-Wingate Academic Center and Dr. Mital Amzlag from HIT conclude: “Digital games have significant educational potential. They foster strategic thinking, problem solving, digital literacy and social skills. The fact that more than a third of children, and especially girls, hardly play at all, requires a rethinking of accessibility, game culture and the design of digital environments that will allow broad participation and more equal.”

By Editor

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