(ii) The inclusion of the potential negative effects of digital games that are pointed by researchers in classroom discussions, considering that criticality towards the negative effects may minimize them.
Seven characteristics shape the proposal: (i) The work of Paulo Freire emphasises criticality, rather than previous studies that proposed an emphasis on creative, cultural or protective approaches to media. addictive behaviour, violent affection) effects of gaming. system thinking, problem solving) and negative (e.g. Using the media education and game literacy literature as a basis, we integrated the work of the critical pedagogue Paulo Freire (1970/2012) and game studies that claim both positive (e.g. This paper proposes a new concept of game literacy in order to inspire an alternative game education practice within media education programmes. The objective of media education is to improve this interaction, what is also described as developing media literacy, and in the specific case of digital games, game literacy. Such effects are not caused by digital games per se, but by the interaction between player and digital game. Digital games, as other technologies, are evaluated as monsters or heroes from different esearchers.