INFLUÊNCIA DAS PLATAFORMAS DIGITAIS E JOGOS VIRTUAIS NA ELABORAÇÃO DO BRINCAR DE CRIANÇAS EM IDADE ESCOLAR
DOI:
https://doi.org/10.17564/2316-3801.2024v12n2p426-440Abstract
Playing is a cultural phenomenon integrated into a historical and social context. In contemporary society, different types of electronic devices and digital platforms provide new ways of playing, and it is essential to deepen knowledge and understanding about the impact of virtual environments on the development of games and the search for fun. Therefore, the objective of this study was to analyze how the play of school-age children develops in virtual environments and how this access also influences the development of games in physical environments, considering the point of view of the playing children themselves. This was an exploratory, qualitative study. Fourteen children between 8 and 12 years old, with typical development, participated. Semi-structured interviews were carried out at the participants' homes. Content analysis made it possible to identify which children access digital platforms (social networks, streaming, online games) and offline virtual games. Children preferably consume content about games, dances, humour and comedy, and these playful activities observed on the internet serve as a thematic inspiration and as a model of the games developed in real life. In addition to consuming, some children reported producing virtual content. Children find new ways to play inside and outside the virtual world when using technology. This phenomenon highlights integrating digital media into the recreational repertoire, whether in individual experiences or group activities.