Üsküdar University Faculty of Humanities and Social Sciences organized an event titled “Balance in the Digital World: Gaming Addiction and Digital Simplicity”. At the event, Cybersecurity Expert Ömer Yerlikaya drew attention to the design elements aimed at keeping users in digital games, and the urgency and fear of missing out created by in-game rewards and limited-time offers. Yerlikaya also touched upon cyberbullying, fraud, and cyber grooming risks that children might encounter in digital environments, emphasizing the importance for families to create screen plans instead of punishing children, to be familiar with the games and digital platforms their children use, and to establish open communication with them.
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Design strategies and cyber risks behind digital games discussed

Cybersecurity Expert Ömer Yerlikaya was a guest at the event held in Üsküdar University South Campus Socrates Hall.
The moderation of the event was undertaken by Asst. Prof. Nihan Kalkandeler Özdin, Deputy Dean, Department of Sociology.

“It creates a feeling of superiority over everyone”
Cybersecurity Expert Ömer Yerlikaya stated that their primary goal as Siberay is to ensure people can live in the digital environment without becoming victims, and emphasized that digital games should not be viewed solely for entertainment purposes. Yerlikaya stated that digital games contain various design elements aimed at keeping users in the game; “Mobile games are designed so beautifully that there's always scrolling, a sense of infinity, always something coming, never-ending. Games are designed this way. Everything is set up so perfectly. The daily reward section, the system where you get a reward if you log in consecutively, quests, and the level system encourage the user to continue. It says, 'If you complete this many quests, you'll get this diamond, you'll get this gold.' It encourages you, says, 'Come to me,' says, 'There's something good at the end.' With the level system, it also creates the feeling of being superior to everyone, of being number one.”
“It creates a sense of urgency”
Yerlikaya noted that the elements that bring users back to digital games are not limited to just rewards, and stated that streaks and the fear of missing out are also effective in this process. Yerlikaya; “What we call 'streak' is about maintaining a series. There's also FOMO. Not being left out of the agenda, not missing something. Not missing out on something in the digital environment. The thought arises, 'I need to check X, I need to check YouTube.' Games also have limited-time offers. It says, 'You can get this package at this price within this period.' This also creates a sense of urgency. With the thought, 'It will end, I shouldn't miss it,' the user immediately takes action. The child can also say, 'Mom, can I have your credit card? I have to buy this.'”

“First, it builds trust”
Yerlikaya emphasized that the risks children might face in online games are not limited to fraud and data theft, and drew attention to the dangers of cyberbullying and cyber grooming, which is carried out by building a trust relationship with children. Yerlikaya; “In cyber grooming risk, they first get to know the child. I don't think most families monitor who their children talk to in in-game chats. Then they build trust. They say, 'Look, a gift for you,' giving an item that will improve the child's in-game character. The child says, 'It's free, my mom didn't give me money anyway, I couldn't get it, you gave it to me.' After building trust, they invite the child to another platform. Then they ask for personal information and create pressure for secrecy. They scare the child by saying, 'Don't tell anyone.' The child then starts doing what the other party says.”
“Children should be able to easily share their problems with their parents”
Yerlikaya pointed out that children often hide the problems they experience in the digital environment from their families, and stated that this situation can lead to the further advancement of cyberbullying. Yerlikaya stated that bullying experienced especially in in-game chats can lead to anxiety, shame, and loss of self-confidence in children; “Children can be bullied by their friends in in-game chats. Expressions like 'You couldn't do anything, you're not good enough, you're ruining our team' are used. The child feels psychologically bad. This can be followed by anxiety, shame, and loss of self-confidence. The child is in their room, you say, 'Don't cry, stay there,' but the child is struggling there. Sometimes they are threatened by being told, 'Don't tell anyone.' The child gets scared and remains silent. However, the family doesn't notice. For this reason, children need to be able to easily share the problems they experience with their parents and teachers.”
“We don't punish, we create a screen plan”
Yerlikaya emphasized that instead of completely isolating children from the digital world, it is important for families to be familiar with the environments and games their children use, and stated that oppressive and punitive attitudes towards children can exacerbate problems. Yerlikaya; “For families, we will not overwhelm children, we will not punish them. If we punish, it gets worse. We will create a screen plan. We will determine that they should enter for this amount of time, in this time slot. There should definitely be no phone in bed. In-app purchases should also be turned off. Besides this, we will talk and chat with the child. We also need to keep up with the technological agenda a bit. When you say to the child, 'Such things are being done in Fortnite,' the child will say, 'How does my mom know this game?' This way, you equalize with the child and gain power. We need to ensure that the child says, 'I experienced something, let me ask my dad because he knows.' It is important for us to be role models and support the child.”

At the end of the program, a certificate of appreciation was presented to Cybersecurity Expert Ömer Yerlikaya.
The program, which attracted great interest from participants, ended with a group photo session.
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