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Picton, Irene; Clark, Christina – National Literacy Trust, 2021
This report outlines findings from questions included in the National Literacy Trust's Annual Literacy Survey in early 2021 to explore children and young people's literacy-related interactions in relation to video game playing. The survey reached 42,502 children and young people aged 8 to 18 between January and mid-March 2021, during the third…
Descriptors: Children, Adolescents, Video Games, Literacy
Picton, Irene; Clark, Christina – National Literacy Trust, 2020
In 2019, the authors conducted a survey of 4,626 young people aged 11 to 16 to explore young people's literacy-related interactions both within, and in relation to, video games. Given the suddenly changed environment due to the COVID-19 pandemic, they were keen to capture any possible changes to young people's behaviours around video game playing…
Descriptors: Video Games, Literacy, COVID-19, Pandemics
Picton, Irene; Clark, Christina; Riad, Lara; Cole, Aimee – National Literacy Trust, 2022
Concern about the negative impact of the digital world on young people has increased in recent years (see, e.g., Department for Digital, Culture, Media and Sport [DCMS], 2021; United Nations, 2021). A growing body of research explores aspects of young people's online lives and mental wellbeing (see, e.g., Kandola et al., 2021, Kelly et al., 2018,…
Descriptors: Technological Literacy, Computer Mediated Communication, Well Being, Critical Literacy
Picton, Irene; Clark, Christina; Judge, Tim – National Literacy Trust, 2020
Video games are a significant cultural and creative force, often involving a number of art forms, including narrative, design and audio composition. They have been the subject of a large-scale exhibition at the Victoria and Albert museums in London and Dundee, while the British Games Institute (BGI) was set up to support video game culture in…
Descriptors: Video Games, Adolescents, Preadolescents, Foreign Countries