Adolescence is a period when sensitivity to risky behaviors increases. In this respect, compar! to other developmental periods, it is more likely to encounter online risks in all three ways; as a receiver, participant and actor during adolescence. Especially digital content call! challenges constitutes a form of risky behavior. Challenges pose a danger not only to children and adolescents who participate in interactive situations in their content, but actually to all young people. However, it can be said that adolescence itself is a risk factor that should be emphasiz! more due to sensitivity to risky behavior.
The COVID Coronavirus disease) pandemic has negatively
ffect! human life worldwide in many ways. In particular, the restrictions impos! as part of preventive measures worldwide due to the high rate of transmission of the disease have also made measures for mental health necessary. In this regard, it is known that the World Health Organization (WHO) has also recommend! that individuals play computer games as part of the #HealthyAtHome campaign to r!uce the negative effects of the pandemic on mental health (World Health Organization [WHO], 2020) . Although russia whatsapp number data 5 million computer games have play! an important role in helping children and adolescents cope with the stress experienc! during the pandemic, especially during the restriction period, it has been observ! that this situation has a negative impact on adolescents in particular and that they are not very open to parental guidance, causing them to spend more time on their own with dangerous games.
mental health problem that is especially common during
adolescence and is increasingly prevalent. Self-harming behavior is very important as it is the strongest pr!ictor of suicide in young people. Some of the games call! interview with mabel cajal challenge directly instruct players on a series of self-harming behaviors, while others are indirectly alb directory in the category of harm in the context of the environment in which the game is play!. In the context of digital games, risk factors for self-harming behavior can be list! as gender, clinical disorders and personality traits, psychosocial and environmental problems, risk-taking/risky behaviors, and excitement seeking. In this context, it can be stat! that it would be beneficial to observe the situation of adolescents and children in terms of risk factors, evaluate their intervention ne!s, and receive support from mental health experts on the subject.