Otroci danes svoj prosti čas in otroštvo preživljajo povsem drugače kot njihovi starši. Razlog za to
je predvsem v digitalnih tehnologijah, posebej v pogledu napredka mobilne tehnologije. Posledično
je porasel tudi interes za raziskovanje teh tehnologij pri otrocih, predvsem z vidika otrokovih
navad, interesov, mnenj, čustev ter morebitnega omejevanja dostopa s strani staršev. V tem okviru
smo v diplomskem delu opravili pregled in primerjalno analizo devetih raziskav, opravljenih v
državah EU in OECD med leti 2011 in 2020. Posebej nas je zanimalo, kakšne vsebine so bile
raziskane in kako se te vsebine spreminjajo skozi čas. Zanimale pa so nas tudi vsebine, ki niso bile
obravnavane, vendar so po našem mnenju za to primerne. Ugotovili smo, da se v raziskavah
najpogosteje pojavljajo: dostop do spleta, tveganja, priložnosti, spletne aktivnosti ter vpliv staršev.
Navedene kategorije so skozi čas ostajale enake. Poleg tega smo ugotovili, da bi veljalo v večji
meri proučevati igranje iger ter najnovejše tehnologije, kot sta na primer obogatena in navidezna
resničnost.Today children spend their childhood completely different than their parents in their childhood.
The main causes for differences are advances in digital technologies, especially with respect to
mobile technology. Therefore, these new technologies are increasingly often also the subject of
corresponding researchparticularly the aspects of online habits, interests, opinions, emotions and
parent-imposed usage controls. Within this context, we conducted a thorough review and
comparative analysis of nine such researches conducted in EU and OECD countries between the
years 2011 and 2020. We were particularly interested in the research content and its change over
time, as well as in the content that was not covered, but should be included. We concluded that the
most commonly researched topics were access to internet, risks, opportunities, online activities and
role of parents. These categories have remained the same in the studied period. In addition, we also
found a certain lack in research covering online games and latest technologies, such as augmented
reality or virtual reality