Literature DB >> 23344653

More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades.

Paul J C Adachi1, Teena Willoughby.   

Abstract

Some researchers have proposed that video games possess good learning principles and may promote problem solving skills. Empirical research regarding this relationship, however, is limited. The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem solving skills among a sample of 1,492 adolescents (50.8 % female), over the four high school years. The results showed that more strategic video game play predicted higher self-reported problem solving skills over time than less strategic video game play. In addition, the results showed support for an indirect association between strategic video game play and academic grades, in that strategic video game play predicted higher self-reported problem solving skills, and, in turn, higher self-reported problem solving skills predicted higher academic grades. The novel findings that strategic video games promote self-reported problem solving skills and indirectly predict academic grades are important considering that millions of adolescents play video games every day.

Mesh:

Year:  2013        PMID: 23344653     DOI: 10.1007/s10964-013-9913-9

Source DB:  PubMed          Journal:  J Youth Adolesc        ISSN: 0047-2891


  24 in total

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Review 3.  Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.

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4.  Escalated substance use: a longitudinal grouping analysis from early to middle adolescence.

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Journal:  J Abnorm Psychol       Date:  1996-05

5.  Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.

Authors:  Robert Weis; Brittany C Cerankosky
Journal:  Psychol Sci       Date:  2010-02-18

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Authors:  C A Anderson; K E Dill
Journal:  J Pers Soc Psychol       Date:  2000-04

7.  Effects of cognitive training interventions with older adults: a randomized controlled trial.

Authors:  Karlene Ball; Daniel B Berch; Karin F Helmers; Jared B Jobe; Mary D Leveck; Michael Marsiske; John N Morris; George W Rebok; David M Smith; Sharon L Tennstedt; Frederick W Unverzagt; Sherry L Willis
Journal:  JAMA       Date:  2002-11-13       Impact factor: 56.272

8.  Children and video games: addiction, engagement, and scholastic achievement.

Authors:  Marko M Skoric; Linda Lay Ching Teo; Rachel Lijie Neo
Journal:  Cyberpsychol Behav       Date:  2009-10

9.  A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: prevalence, frequency of use, and psychosocial predictors.

Authors:  Teena Willoughby
Journal:  Dev Psychol       Date:  2008-01

10.  Do action video games improve perception and cognition?

Authors:  Walter R Boot; Daniel P Blakely; Daniel J Simons
Journal:  Front Psychol       Date:  2011-09-13
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  14 in total

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Authors:  Paul J C Adachi; Teena Willoughby
Journal:  J Youth Adolesc       Date:  2015-06-02

2.  Emerging Scholar Best Article Award, 2014.

Authors:  Roger J R Levesque
Journal:  J Youth Adolesc       Date:  2014-12

Review 3.  Gaming science: the "Gamification" of scientific thinking.

Authors:  Bradley J Morris; Steve Croker; Corinne Zimmerman; Devin Gill; Connie Romig
Journal:  Front Psychol       Date:  2013-09-09

4.  Hip Hop Dance Experience Linked to Sociocognitive Ability.

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Journal:  PLoS One       Date:  2017-02-01       Impact factor: 3.240

Review 5.  Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement.

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Journal:  Behav Brain Funct       Date:  2020-02-03       Impact factor: 3.759

6.  Internet Use and Access, Behavior, Cyberbullying, and Grooming: Results of an Investigative Whole City Survey of Adolescents.

Authors:  Umberto Rapetto; Rosa Marotta; Marco Flavio Michele Vismara; Joseph Toaff; Giuliana Pulvirenti; Chiara Settanni; Emma Colao; Serena Marianna Lavano; Riccardo Cemicetti; David Cotugno; Giuseppe Perrotti; Viviana Meschesi; Roberto Montera; Barbara Zepponi
Journal:  Interact J Med Res       Date:  2017-08-29

7.  Crafting minds and communities with Minecraft.

Authors:  Benjamin C Riordan; Damian Scarf
Journal:  F1000Res       Date:  2016-09-19

8.  Mediating Effects of Emotional Symptoms on the Association between Homophobic Bullying Victimization and Problematic Internet/Smartphone Use among Gay and Bisexual Men in Taiwan.

Authors:  Dian-Jeng Li; Yu-Ping Chang; Yi-Lung Chen; Cheng-Fang Yen
Journal:  Int J Environ Res Public Health       Date:  2020-05-13       Impact factor: 3.390

9.  Problematic Gaming and Internet Use but Not Gambling May Be Overrepresented in Sexual Minorities - A Pilot Population Web Survey Study.

Authors:  Niroshani Broman; Anders Hakansson
Journal:  Front Psychol       Date:  2018-11-13

10.  What factors attract people to play romantic video games?

Authors:  Mayu Koike; Steve Loughnan; Sarah C E Stanton; Midori Ban
Journal:  PLoS One       Date:  2020-04-16       Impact factor: 3.240

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