Legal Framework for electronic games: regulation and opening innovative paths for inclusive education

Psychologist Msc. Francyelle Marques de Lima
September 3, 2024

Sanctioned on May 3, 2024, the Brazilian Law 14,852 established a legal framework for the electronic games industry in the country. With the new legislation, the electronic games sector is recognized as a vector of economic, social, environmental and cultural development. Furthermore, the legislation opens new doors for the field of education and health, as it reaffirms the use of games for didactic and therapeutic purposes. In the letter of the law: “public authorities may promote public policies for the use of electronic games in public schools”.

Encouraging Innovation and Professional Education:

Law 14,852 represents an advance in the regulation of the electronic games industry in Brazil, providing innovative entrepreneurship and increasing investment in electronic games. To this end, it includes support for training spaces and encourages the creation of professional and technological education courses and higher education courses focused on electronic games.

Electronic Games as a Pedagogical Resource

Electronic games are recognized for their ability to engage and motivate students of all ages. The interactivity and immersive nature of games can transform the learning process, making it more attractive and effective. Law 14,852 paves the way for these interactive experiences to be integrated into the educational system, benefiting students and teachers.

Technology and Inclusive Education go together

Technology and games are important allies for special education from the perspective of inclusive education, given their potential for individualizing the teaching and learning process and the great impetus for building and rebuilding the self-esteem of students with disabilities. Furthermore, the development of educational games and other technologies becomes employment opportunities for young people with disabilities. Thus, through technology, the Therafy platform not only supports skills development, but also encourages social and emotional inclusion.

Virtual reality games on the Therafy platform are being used to offer learning opportunities to students with disabilities, mainly for children and young people with Autism Spectrum Disorder (ASD) in the public education network, stimulating psychomotor, cognitive and social development.

We at Therafy believe that immersive games have the potential to transform special education, making it more accessible, personalized and, above all, fun. We are at the forefront of this transformation, ready to take advantage of the opportunities that the Legal Framework provides us. Together, we can create a future where everyone has the resources they need to develop and achieve autonomy.