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Video games and new generations. Analysis of perceptions, uses and consumption among children and young people

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

This study explores the perceptions, uses, and consumption of video games among\r\nchildren and young people, based on a questionnaire that collected 140 responses.\r\nUtilizing a conceptual framework that integrates theories of media learning and the\r\ninfluence of digital media on children’s development and learning, the data analysis\r\nreveals significant trends in young children’s gaming habits, motivations, and opinions. The findings indicate a wide range of behaviours and attitudes, with notable\r\nage and gender differences. Specifically, the study demonstrates how video games\r\nare used differently across age group and genders, with important implications for\r\nyoung people’s cognitive, social, and emotional development. The analyses show\r\nthat while some children use video games as tools for socialization and learning,\r\nothers view them primarily as forms of entertainment or escapism. The implications\r\nof these findings are discussed in relation to the crucial role that video games can\r\nplay in the development of children and young people. In this context, foundations\r\nare offered for developing educational strategies that utilize video games as effective\r\ntools for positive learning and development.
Original languageEnglish
Title of host publicationThe Primary School as a Playful Space. Theories and Practices in an International Perspective
Publisherbu.press
Pages247-269
Number of pages23
ISBN (Print)978-88-6046-205-3
DOIs
Publication statusPublished - 2025

Keywords

  • videogames
  • Gaming habits
  • Learning

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