Abstract
This paper explores the possibilities and components of the educational and socialization aspects of the media impact of digital games on school-age children. It builds on the research results and relies on the application factors of the original and revised Bloom’s Taxonomy of Objectives (1956, 2001) and Zelina’s KEMSAK model (1996). It focuses on research into the characteristics of digital games for school-age children, examining the degree of cognitivism, emotionalization, motivation, socialization,
axiologization, and creativity involved in playing digital games. Subsequently, through content analysis, it defines the categories of socialization, educational, and learning elements from the perspective of a digital game, referred to as the so-called VIHARO model.
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