This study explores the perceptions, uses, and consumption of video games among children and young people, based on a questionnaire that collected 140 responses. Utilizing a conceptual framework that integrates theories of media learning and the influence of digital media on children’s development and learning, the data analysis reveals significant trends in young children’s gaming habits, motivations, and opinions. The findings indicate a wide range of behaviours and attitudes, with notable age and gender differences. Specifically, the study demonstrates how video games are used differently across age group and genders, with important implications for young people’s cognitive, social, and emotional development. The analyses show that while some children use video games as tools for socialization and learning, others view them primarily as forms of entertainment or escapism. The implications of these findings are discussed in relation to the crucial role that video games can play in the development of children and young people. In this context, foundations are offered for developing educational strategies that utilize video games as effective tools for positive learning and development.
Pelizzari, F., Marangi, M., Video games and new generations. Analysis of perceptions, uses and consumption among children and young people, in Francesca Berti, S. S. (ed.), The Primary School as a Playful Space. Theories and Practices in an International Perspective, bu.press, Bolzano, Italia 2025: 247- 269. 10.13124/9788860462053_15 [https://hdl.handle.net/10807/322339]
Video games and new generations. Analysis of perceptions, uses and consumption among children and young people
Pelizzari, Federica
Primo
Writing – Original Draft Preparation
;Marangi, MicheleUltimo
Writing – Review & Editing
2025
Abstract
This study explores the perceptions, uses, and consumption of video games among children and young people, based on a questionnaire that collected 140 responses. Utilizing a conceptual framework that integrates theories of media learning and the influence of digital media on children’s development and learning, the data analysis reveals significant trends in young children’s gaming habits, motivations, and opinions. The findings indicate a wide range of behaviours and attitudes, with notable age and gender differences. Specifically, the study demonstrates how video games are used differently across age group and genders, with important implications for young people’s cognitive, social, and emotional development. The analyses show that while some children use video games as tools for socialization and learning, others view them primarily as forms of entertainment or escapism. The implications of these findings are discussed in relation to the crucial role that video games can play in the development of children and young people. In this context, foundations are offered for developing educational strategies that utilize video games as effective tools for positive learning and development.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.



