Beyond 'Minecraft' and 'Fortnite': A cluster-based study of digital Game use in Israeli children and teenagers

Sharon Hardof-Jaffe, Meital Amzalag

Research output: Contribution to journalArticlepeer-review

Abstract

Children and teenagers spend a lot of time playing digital games. These games serve various purposes, such as pleasure, entertainment, escapism, social interaction, relaxation, knowledge sharing, curiosity, and the need for belonging and recognition. The current study aims to explore the diverse uses of digital games among young users. Data was collected from 454 children and teenagers in grades 4–12 using online questionnaires. Findings reveal the wide range of game genre children and teenagers are engaged in. However, digital games cluster analysis reveals a large number of non-players. Furthermore, gender distribution analyses within clusters indicate that boys are more likely to identify as gamers and a high percentage of girls are non-players. In light of this study, educators and policy makers should be concerned that many children and teenagers do not have access to the valuable informal learning opportunities embedded in digital games.

Original languageEnglish
Article number100785
JournalInternational Journal of Child-Computer Interaction
Volume46
DOIs
StatePublished - Dec 2025
Externally publishedYes

Bibliographical note

Publisher Copyright:
© 2025 Elsevier B.V.

Keywords

  • Children and teenagers
  • Cluster analysis
  • Gender differences
  • UGT
  • digital games

ASJC Scopus subject areas

  • Education
  • Human-Computer Interaction

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