Features of the repercussions of accessing alternative digital worlds on the objectification of the child's user behavior
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Date
2025-06-01
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جامعة باتنة 1
Abstract
This scientific paper provides a critical communicative explanation of the phenomenon of the objectification of the individual used within virtual environments, especially the behavior of the child used (Children as users), and this study deals with the adoption of the hypotheses of Herbert Marcuse's critical theory of objectification in explaining the phenomenon of man's forced commodification or his self-objectification optionally, with inflation and a huge increase in the number of exhibitors and in the mechanisms of self-presentation of this, the virtual space turns into a world of excellence and exclusivity for all its different symbols as an attempt to seize the role and here the user loses-within the broad- We will investigate the behavioral effects of role-playing games inside augmented reality on children's behaviors, and these effects are called Impact by the process of behavioral objectification Behavior Refication, and this study belongs to the analytical critical descriptive studies that rely on the
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explanation of the phenomenon based on the theory of objectification by “Herbert Marcuse”.
Description
ملتقى دولي: الطفل العربي وتحديات المديا الرقمية - الواقع والفرص المستقبلية
Keywords
Virtual digital worlds, Objectification.