INFLUÊNCIA DAS PLATAFORMAS DIGITAIS E JOGOS VIRTUAIS NA ELABORAÇÃO DO BRINCAR DE CRIANÇAS EM IDADE ESCOLAR

Authors

  • Sophya de Lima Domingos Faculdade de Medicina de Ribeirão Preto, Universidade de São Paulo.
  • Luzia Iara Pfeifer Universidade Federal de São Carlos
  • Amanda Mota Pacciulio Sposito Faculdade de Medicina de RIbeirão Preto - USP

DOI:

https://doi.org/10.17564/2316-3801.2024v12n2p426-440

Abstract

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.

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Author Biographies

Sophya de Lima Domingos, Faculdade de Medicina de Ribeirão Preto, Universidade de São Paulo.

Graduanda em Terapia Ocupacional. Faculdade de Medicina de Ribeirão Preto, Universidade de São Paulo.

Luzia Iara Pfeifer, Universidade Federal de São Carlos

Terapeuta ocupacional. Livre docente pela Faculdade de Medicina de Ribeirão Preto, Universidade de São Paulo. Professora adjunta II do Departamento de Terapia Ocupacional da Universidade Federal de São Carlos. Professora sênior do Departamento de Neurociências e Ciências do Comportamento da Faculdade de Medicina de Ribeirão Preto, Universidade de São Paulo.

Amanda Mota Pacciulio Sposito, Faculdade de Medicina de RIbeirão Preto - USP

Terapeuta ocupacional. Doutora em Ciências pela Escola de Enfermagem de Ribeirão Preto, Universidade de São Paulo. Professora do Departamento de Ciências da Saúde da Faculdade de Medicina de Ribeirão Preto, Universidade de São Paulo. 

Published

2024-10-29

How to Cite

Domingos, S. de L., Pfeifer, L. I., & Sposito, A. M. P. (2024). INFLUÊNCIA DAS PLATAFORMAS DIGITAIS E JOGOS VIRTUAIS NA ELABORAÇÃO DO BRINCAR DE CRIANÇAS EM IDADE ESCOLAR. Interfaces Científicas - Humanas E Sociais, 12(2), 426–440. https://doi.org/10.17564/2316-3801.2024v12n2p426-440