Biopsychosocial impacts and ethical-Social challenges of the use of digital games by children and adolescents in educational contexts: A critical-narrative review
DOI:
https://doi.org/10.28998/2175-6600.2026v18n40.19539Keywords:
Video games, Educational practices, Children, AdolescentsAbstract
Introduction and Literature Review: Digital games can be used in teaching various skills and competencies as a complement to traditional school teaching. Several studies have reported biopsychosocial and academic benefits for children and adolescents. Objective: To discuss the use of serious games and entertainment games adapted in a safe manner and under adult supervision for children and adolescents. Methodology: A critical-narrative review of the literature was conducted, combining predefined systematic parameters. The selection of articles was made from MEDLINE and Scielo. Complementary sources on digital games outside scientific databases were also used. Results and Discussion: Serious games and adapted entertainment games are potential tools in educational practice and can enable personal and academic growth for children and adolescents. Conclusion: Digital games can be safe and attractive spaces for collaborative learning for children and adolescents.
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