Pedagogical review
RU EN






Today: 28.02.2026
Home Issues 2026 Year Issue №1 Interdisciplinary approach to the didactic conceptualization of video games as a pedagogical tool: а literature review
  • Home
  • Current Issue
  • Issues
    • 2026 Year
      • Issue №1
    • 2025 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
      • Issue №5
      • Issue №6
    • 2024 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
      • Issue №5
      • Issue №6
    • 2023 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
      • Issue №5
      • Issue №6
    • 2022 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
      • Issue №5
      • Issue №6
    • 2021 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
      • Issue №5
      • Issue №6
    • 2020 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
      • Issue №5
      • Issue №6
    • 2019 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
      • Issue №5
      • Issue №6
    • 2018 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
    • 2017 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
    • 2016 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
    • 2015 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
    • 2014 Year
      • Issue №1
      • Issue №2
      • Issue №3
      • Issue №4
    • 2013 Year
      • Issue №1
      • Issue №2
  • Search
  • Rating
  • News
  • Editorial Board
  • Information for Authors
  • Review Procedure
  • Information for Readers
  • Editor’s Publisher Ethics
  • Contacts
  • Manuscript submission
  • Received articles
  • Accepted article
  • Subscribe
  • Service Entrance
vestnik.tspu.ru
praxema.tspu.ru
ling.tspu.ru
npo.tspu.ru
edujournal.tspu.ru

E-LIBRARY (РИНЦ)
Ulrich's Periodicals Directory
Google Scholar
EBSCO
Search by Author
- Not selected -
  • - Not selected -
Яндекс.Метрика

Interdisciplinary approach to the didactic conceptualization of video games as a pedagogical tool: а literature review

Filonenko E.A., Piskunova E.V.

DOI: 10.23951/2307-6127-2026-1-184-192

Information About Author:

Filonenko E.A., Postgraduate Student, Herzen State Pedagogical University of Russia (Naberezhnaya reki Moyki, 48, Saint Petersburg, Russian Federation, 191186). E-mail: Filonenko1998ea@mail.ru; ORCHID ID: 0009-0001-5034-873X; SPIN-code: 3334-1315. Piskunova E.V., Doctor of Pedagogical Sciences, Professor, Herzen State Pedagogical University of Russia (Naberezhnaya reki Moyki, 48, Saint Petersburg, Russian Federation, 191186). E-mail: l_piskunova@mail.ru; ORCHID ID: 0000-0002-9296-3140; SPIN-код: 3376-0351.

The article considers an interdisciplinary approach to understanding video games as a pedagogical tool, based on the synthesis of philosophical and psychological research. The authors shows that the philosophy of video games allows us to interpret them as a cultural phenomenon that shapes identity, value systems, and social narratives, while psychology reveals the influence of game mechanics and plots on cognitive processes, communication skills, and the emotional state of students. The theoretical significance of the study lies in the comprehensive analysis of video games as a socio-cultural phenomenon that can act not only as a means of leisure, but also as an educational and training tool that influences the formation of critical thinking, creativity, empathy, and interaction skills. The practical significance of the work is expressed in the development of recommendations for the pedagogically appropriate use of video games. In particular, it is proposed to take into account the plot-narrative and game mechanics of video games, their availability for group activities, the ability to form moral guidelines and social roles, as well as the need for age differentiation and control of gaming activity. The authors emphasizes that even video games with destructive elements can have didactic potential with proper pedagogical interpretation and support. The conducted analysis confirms that the integration of video games into the educational process contributes to the development of meta-subject and personal competencies, the formation of stable ethical attitudes and skills of joint activities. The need for pedagogical and parental control aimed at minimizing negative effects – gaming addiction, aggressive behavior, substitution of real gaming practices with virtual analogues – is revealed. An interdisciplinary analysis of philosophical and psychological sources demonstrated that the didactic understanding of video games opens up prospects for updating the methodology of teaching and education, includes modern digital practices and technologies in the pedagogical process. The work is addressed to teachers, psychologists, philosophers of education and researchers interested in finding forms of using digital technologies in teaching, and lays the foundation for further scientific discussions on the phenomenology of video games and their pedagogical potential.

Keywords: video game, computer game, interdisciplinary approach, psychology of video games, philosophy of video games, video games and pedagogy, game pedagogy, edutainment

References:

1. Klarin M.V., Osmolovskaya I.M. Perspektivnyye napravleniya didakticheskikh issledovaniy: postanovka problemy [Prospective directions of didactic research: problem statement]. Obrazovaniye i nauka – Education and Science, 2020, vol. 22, no. 10, pp. 61–89 (in Russian). DOI: 10.17853/1994-5639-2020-10-61-89

2. Filonenko E.A. Pedagogicheskiye vozmozhnosti ispol’zovaniya videoigr kak sredstva obucheniya v obrazovatel’nom protsesse shkoly [Pedagogical possibilities of using video games as a means of teaching in the educational process of school]. Upravleniye kachestvom obrazovaniya: teoriya i praktika effektivnogo administrirovaniya – Quality Management of Education: Theory and Practice of Effective Administration, 2025, no. 3, pp. 57–65 (in Russian).

3. Grebenkina A.S., Lyashko P.V. Formirovaniye u shkol’nikov predmetnykh umeniy po matematike v protsesse tsifrovoy didakticheskoy igry [Formation of subject skills in mathematics among schoolchildren in the process of a digital didactic game]. Vestnik Samarskogo universiteta. Istoriya, pedagogika, filologiya – Vestnik of Samara University. History, Pedagogy, Philology, 2024, vol. 30, no. 3, pp. 104–111 (in Russian). DOI: 10.18287/2542-0445-2024-30-3-104-111

4. Ageev N.Ya., Dubovik I.A. Vliyaniye videoigr s agressivnym kontentom na emotsional’noye sostoyaniyye i povedeniye igrokov: obzor sovremennykh issledovaniy [The influence of video games with aggressive content on the emotional state and behavior of players: a review of modern research]. Sovremennaya zarubezhnaya psikhologiya – Journal of Modern Foreign Psychology, 2024, vol. 13, no. 4, pp. 108–119 (in Russian). DOI: 10.17759/jmfp.2024130410

5. Ageev N.Ya., Dubovik I.A., Arakelova D.A. Vzaimosvyaz’ kharakteristik videoigr i individual’no-psikhologicheskikh osobennostei studentov [Relationship between video game characteristics and individual psychological features of students]. Psikhologo-pedagogicheskiye issledovaniya – Psychological-Educational Studies, 2024, vol. 16, no. 1, pp. 96–110 (in Russian). DOI: 10.17759/psyedu.2024160106

6. Belyaev D.A. Politicheskiye temy i syuzhety v videoigrovykh kibertekstakh: protsedurnaya mediaritorika v konture obrazovatel’nykh praktik [Political themes and plots in video game cybertexts: procedural media rhetoric in the framework of educational practices]. Perspektivy nauki i obrazovaniya – Perspectives of Science and Education, 2025, no. 1 (73), pp. 637–650 (in Russian). DOI: 10.32744/pse.2025.1.41

7. Belyaev D.A. Eticheskaya mediariorika v videoigrovykh kibertekstakh: protsedurnaya eksplikatsiya moral’nykh topik v obrazovatel’nom kontekste [Ethical media rhetoric in video game cybertexts: procedural explication of moral topics in the educational context]. Perspektivy nauki i obrazovaniya – Perspectives of Science and Education, 2024, no. 5 (71), pp. 233–249 (in Russian). DOI: 10.32744/pse.2024.5.14

8. Galanina E.V. Gender i virtual’naya telesnost’ v videoigrakh [Gender and virtual corporeality in video games]. Vestnik Tomskogo gosudarstvennogo universiteta. Kul’turologiya i iskusstvovedeniye – Tomsk State University Journal of Cultural Studies and Art Criticism, 2025, no. 58, pp. 41–52 (in Russian). DOI: 10.17223/22220836/58/5

9. Galanina E.V. Izmereniye geroicheskogo i monomif v videoigrakh [Measurement of the heroic and monomyth in video games]. Vestnik Tomskogo gosudarstvennogo universiteta. Kul’turologiya i iskusstvovedeniye – Tomsk State University Journal of Cultural Studies and Art Criticism, 2019, no. 33, pp. 34–46 (in Russian). DOI: 10.17223/22220836/33/3

10. Gritsay L.A. Videoigry dlya vospitaniya roditel’skoy kul’tury molodezhi: k postanovke problemy [Video games for the development of parental culture of youth: problem statement]. Videoigry v sovremennoy mediakul’ture: diskursy, mediariorika i aktual’nyye smysly: materialy Vserossiyskoy s mezhdunarodnym uchastiyem nauchno-prakticheskoy konferentsii, Lipetsk, 18 oktyabrya 2024 goda [Video Games in Modern Media Culture: Discourses, Media Rhetoric and Current Meanings: Proceedings of the All-Russian Scientific and Practical Conference with International Participation, Lipetsk, October 18, 2024]. Lipetsk, LSPU Publ., 2024. P. 53–59 (in Russian).

11. Geyming po-russki [Gaming in Russian]. Vserossiiskiy tsentr izucheniya obshchestvennogo mneniya (VTsIOM) [Russian Public Opinion Research Center (VCIOM)] (in Russian). URL: https://wciom.ru/analytical-reviews/analiticheskii-obzor/geiming-po-russki (accessed 24 May 2025).

12. “Veber”: v videoigry igrayut 44% rossiyan [“Veber”: 44% of Russians play video games]. TASS (in Russian). URL: https://tass.ru/obschestvo/23116805 (accessed 24 May 2025).

13. Bogacheva N.V. Komp’yuternyye igry i kreativnost’: pozitivnyye aspekty i negativnyye tendentsii [Computer games and creativity: positive aspects and negative trends]. Sovremennaya zarubezhnaya psikhologiya – Journal of Modern Foreign Psychology, 2017, vol. 6, no. 4, pp. 29–40 (in Russian). DOI: 10.17759/jmfp.2017060403

14. Bogacheva N.V. Empiricheskoye issledovaniye vzaimosvyazi kognitivnykh stiley u geymerov [Empirical study of the relationship between cognitive styles in gamers]. Pravo. Ekonomika. Psikhologiya – Law. Economics. Psychology, 2015, no. 2 (2), pp. 36–39 (in Russian).

15. Videoigry: vvedeniye v issledovaniya [Video Games: Introduction to Research]. Ed. E.V. Galanina. Tomsk, Tomsk State University Publ., 2018. 396 p. (in Russian).

16. Vetushinskiy A.S. Bol’she, chem prosto sredstvo: novyy podkhod k ponimaniyu geymifikatsii [More than just a tool: a new approach to understanding gamification]. Sotsiologiya vlasti – Sociology of Power, 2020, vol. 32, no. 3, pp. 14–31 (in Russian). DOI: 10.22394/2074-0492-2020-3-14-31

17. Osmolovskaya I.M. Problema mezhdistsiplinarnosti v issledovaniyakh protsessa obucheniya [The problem of interdisciplinarity in the study of the learning process]. Obrazovaniye i nauka – Education and Science, 2017, vol. 19, no. 7, pp. 9–24 (in Russian). DOI: 10.17853/1994-5639-2017-7-9-24

18. Transformatsiya obshchego obrazovaniya: personifitsirovannoye obucheniye [Transformation of General Education: Personalized Learning]. Ed. A.P. Tryapitsyna. Saint Petersburg, RGPU im. A.I. Gertsena Publ., 2023. 176 p. (in Russian).

19. Lenkevich A.S. Dekonstruktsiya tela geymera: eksperimenty razrabotchikov s interfeysami i igrovymi kontrollerami [Deconstruction of the gamer’s body: developers’ experiments with interfaces and game controllers]. Galactica Media: Journal of Media Studies, 2025, vol. 7, no. 2, pp. 28–60 (in Russian).

20. Lenkevich A.S. Na puti k mediaestezisu: proizvodstvo prisutstviya v komp’yuternykh igrakh [Towards mediaaesthesis: production of presence in computer games]. Mezhdunarodnyy zhurnal issledovaniy kul’tury – International Journal of Cultural Research, 2019, no. 1 (34), pp. 20–33 (in Russian).

21. Ocheretyanyy K.A. Komp’yuternyye igry kak Gesamtkunstwerk tsifrovoy epokhi [Computer games as Gesamtkunstwerk of the digital age]. Mezhdunarodnyy zhurnal issledovaniy kul’tury – International Journal of Cultural Research, 2019, no. 1 (34), pp. 34–45 (in Russian).

22. Ocheretyanyy K.A. Komp’yuternyye igry: formy tsifrovogo opyta [Computer games: forms of digital experience]. Voprosy filosofii – Problems of Philosophy, 2019, no. 11, pp. 66–77 (in Russian).

23. Mediafilosofiya XII. Igra ili real’nost’? Opyt issledovaniya komp’yuternykh igr [Media Philosophy XII. Game or Reality? The Experience of Researching Computer Games]. Ed. V.V. Savchuk. Saint Petersburg, Fond razvitiya konfliktologii Publ., 2016. 498 p. (in Russian).

24. Obraz drugogo v komp’yuternykh igrakh [The image of the other in computer games]. Vestnik Sankt-Peterburgskogo universiteta. Filosofiya i konfliktologiya – Vestnik of Saint Petersburg University. Philosophy and Conflict Studies, 2017, vol. 33, no. 2, pp. 242–253 (in Russian). DOI: 10.21638/11701/spbu17.2017.212

25. Rubtsova O.V., Salomatova O.V. Detskaya igra v usloviyakh tsifrovoy transformatsii: kul’turno-istoricheskiy kontekst (chast’ 1) [Children’s play in the context of digital transformation: cultural-historical perspective (Part 1)]. Kul’turno-istoricheskaya psikhologiya – Cultural-Historical Psychology, 2022, vol. 18, no. 3, pp. 22–31(in Russian). DOI: 10.17759/chp.2022180303

26. Rubtsova O.V., Salomatova O.V. Detskaya igra v usloviyakh tsifrovoy transformatsii: kul’turno-istoricheskiy kontekst (chast’ 2) [Children’s play in the context of digital transformation: cultural-historical perspective (Part 2)]. Kul’turno-istoricheskaya psikhologiya – Cultural-Historical Psychology, 2022, vol. 18, no. 4, pp. 15–26 (in Russian).

27. Salomatova O.V. Svyaz’ tipov videoigr i kommunikativnykh navykov igrokov yunosheskogo vozrasta: sistematicheskiy obzor literatury s ispol’zovaniem instrumenta PRISMA [The relationship between types of video games and communication skills of young players: a systematic literature review using the PRISMA tool]. Sovremennaya zarubezhnaya psikhologiya – Journal of Modern Foreign Psychology, 2023, vol. 12, no. 4, pp. 101–110 (in Russian).

28. Salomatova O.V. Komp’yuternaya aktivnost’ i osobennosti igrovoy deyatel’nosti v doshkol’nom vozraste [Computer activity and features of gaming activity in preschool age]. Psikhologo-pedagogicheskiye issledovaniya – Psychological-Educational Studies, 2022, vol. 14, no. 1, pp. 136–147 (in Russian). DOI: 10.17759/psyedu.2022140110

filonenko_e.a._184_192_1_65_2026.pdf ( 375.56 kB ) filonenko_e.a._184_192_1_65_2026.zip ( 364.04 kB )

Issue: 1, 2026

Series of issue: Issue 1

Rubric: REVIEWS

Pages: 184 — 192

Downloads: 19

For citation:


2026 Pedagogical Review

Development and support: Network Project Laboratory TSPU