Being a Child in the Digital World: Balancing Anxiety Levels

Purpose: The aim of this study is to examine the anxiety levels of children who are alone with the digital environment. 
Materials and Methods: The research was carried out with 15 children aged between 14-18 in Ankara. Data were collected through in-depth interviews and analyzed by content analysis. 
Results: When children's views on the concept of digital game are examined, it can be said that digital game has positive and negative aspects for children. While positive emotions are felt at the moment of success in the game, unhappiness, anger, anxiety and anxiety occur at the time of failure. 
Conclusion: It can be said that children playing digital games are exposed to the anxiety and anxiety created by the virtual world while playing digital games, as a result of the answers given by the children to the questions regarding this concept.