We attempt to contribute to the use of interactive and digital media, especially commercial videogames, becoming a tool from which people can reason and create by using multiple languages.
Our research focuses on the use of digital technologies among children and youths, considering three main dimensions of their thoughts and practices:
- The transformations that take place in entertainment settings and non-formal education whenever interactive media, especially commercial video games, are present.
- Digital literacies developed by children and young people as they interact with each other or with adults mediated by digital technologies.
- Thought processes and social practices facilitating the development of responsible citizenswhen using interactive media.
Considering the methodological approach, the research is supported by ethnography, action research, and discourse analysis.