Reimagining Play: A Creative Approach to Reducing Screen Time

Author(s)
Gupta, Palak
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Supplementary to:
Abstract
In today’s world, technology is ubiquitous, providing children with constant access to interactive screens. However, excessive screen time posed significant challenges. This study aimed to investigate whether integrating a physical product—a fidget cube—into digital gameplay could effectively engage children in activities that are not exclusively digital. The intervention was designed to promote physical activity and interaction with tangible objects, contrasting with the purely screen-based nature of traditional video games. Unlike traditional video games centered around screen use, this product promoted active engagement through a pre-existing fidget toy, incorporating insights from existing literature on screen habits and parental perspectives obtained through interviews. A co-design workshop refined the design directions, resulting in Fidgital-Play—a game that integrates spatial reasoning and physical interaction with digital gameplay. User testing involved children aged 8-10 years in 20-minute gameplay sessions, followed by a five-question survey. Results showed high engagement, with four out of five users rating the game 5/5 for fun and three eager to play again. Feedback highlighted the game’s balanced challenge and the potential to reduce screen dependency by shifting focus between digital and physical components. These findings suggest that Fidgital-Play effectively balances screen time and offers a promising approach to engaging, educational play.
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Date
2024-09-13
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Text
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Thesis (Masters Degree)
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