Mediation of video game and screen consumption is a subject to which projects developed in other countries are dedicated; in Cuba, the existence of applied experiences is still insufficient. With the purpose of systematizing the characteristics of good experiences in this subject, this research is carried out, which has as a problem how to contribute to the mediation process of the consumption of video games and screens in parents of primary school students in Havana. Its specific objectives seek to analyze websites dedicated to digital training projects about the mediation process of video game and screen consumption, as well as to propose recommendations to include in the design of a set of actions.
This research, exploratory-descriptive scope, is developed through a qualitative approach, specifically through Grounded Theory design. The sample of this study (of typical cases) will be made up of five digital projects, linked to the issue of mediating the consumption of video games and screens. Content analysis will be the fundamental technique.
Among the results obtained, it stands out that digital education is the fundamental way for the formation of digital competences, which promote correct forms of cyber-coexistence, educate on cybersecurity standards, and allow establishing a balance between connection and communication needs realities, to improve family digital life. It is recommended to expand the experiences based on the good practices reviewed, which are adjusted to the needs of the Cuban context and its localities.