More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades
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.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Canadian secondary school students who regularly play strategy games have improved problem-solving skills and thus better academic performance.
“Adachi and Willoughby (2013) found that Canadian secondary school students who regularly play strategy games actually have improved problem-solving skills -and thus, better academic performance.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Adachi and Willoughby (2013)
Strategic video game play predicted higher self-reported problem-solving skills which predicted higher academic grades.
“Adachi and Willoughby (2013) found that strategic video game play predicted higher self-reported problem-solving skills which predicted higher academic grades.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Adachi and Willoughby (2013)
Moderate and low video game use was sometimes associated with positive academic outcomes.
“Moderate and low video game use, on the other hand, was sometimes associated with positive academic outcomes (Adachi & Willoughby, 2013;Bowers & Berland, 2012).”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Adachi & Willoughby, 2013
Strategic games were associated with enhanced problem-solving skills, which predicted greater academic performance.
“For example, one study found that strategic games were associated with enhanced problem-solving skills, which predicted greater academic performance [44].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [44]
Cites
Statistical Analysis With Missing Data
Lahiff, M., Little, R. J. A., & Rubin, D. B. (1989) · Journal of the American Statistical Association · doi:10.2307/2289883 · Cited by 17,384 · see citing works
Reconsidering Baron and Kenny: myths and truths about mediation analysis
Zhao, X., Lynch, J. G., & Chen, Q. (2010) · Journal of Consumer Research · doi:10.1086/651257 · Cited by 12,583 · see citing works
Missing data: our view of the state of the art
Schafer, J. L., & Graham, J. W. (2002) · Psychological Methods · doi:10.1037/1082-989x.7.2.147 · Cited by 11,638 · see citing works
Statistical Analysis with Missing Data
Little, R. J. A., & Rubin, D. B. (2002) · Wiley Series in Probability and Statistics · doi:10.1002/9781119013563 · Cited by 8,473 · see citing works
MacKinnon, D. P., Fairchild, A. J., & Fritz, M. S. (2007) · Annual Review of Psychology · doi:10.1146/annurev.psych.58.110405.085542 · Cited by 5,688 · see citing works
Action video game modifies visual selective attention
Green, C. S., & Bavelier, D. (2003) · Nature · doi:10.1038/nature01647 · Cited by 2,540 · see citing works
Effects of Cognitive Training Interventions With Older Adults: A Randomized Controlled Trial
Ball, K., Berch, D. B., Helmers, K. F., Jobe, J. B., Leveck, M. D., Marsiske, M., Morris, J. N., Rebok, G. W., Smith, D. M., Tennstedt, S. L., et al. (2002) · JAMA · doi:10.1001/jama.288.18.2271 · Cited by 2,049 · see citing works
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010) · Psychological Bulletin · doi:10.1037/a0018251 · Cited by 2,048 · see citing works
Toward a psychology of positive youth development.
Larson, R. W. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.170 · Cited by 1,796 · see citing works
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, C. A., & Dill, K. E. (2000) · Journal of Personality and Social Psychology · doi:10.1037//0022-3514.78.4.772 · Cited by 1,778 · see citing works
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, C. A., & Dill, K. E. (2000) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.78.4.772 · Cited by 1,778 · see citing works
Boneau, C. A. (2010) · Wiley eBooks · doi:10.1002/9780470479216.corpsy0730 · Cited by 1,288 · see citing works
Good Video Games and Good Learning
Gee, J. P. (2007) · doi:10.3726/978-1-4539-1162-4 · Cited by 1,110 · see citing works
Pathological Video-Game Use Among Youth Ages 8 to 18
Gentile, D. A. (2009) · Psychological Science · doi:10.1111/j.1467-9280.2009.02340.x · Cited by 1,107 · see citing works
Can training in a real-time strategy video game attenuate cognitive decline in older adults?
Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008) · Psychology and Aging · doi:10.1037/a0013494 · Cited by 855 · see citing works
Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., Shibuya, A., Liau, A. K., Khoo, A., Bushman, B. J., et al. (2009) · Personality and Social Psychology Bulletin · doi:10.1177/0146167209333045 · Cited by 731 · see citing works
Exercising your brain: A review of human brain plasticity and training-induced learning.
Green, C. S., & Bavelier, D. (2008) · Psychology and Aging · doi:10.1037/a0014345 · Cited by 660 · see citing works
Enumeration versus multiple object tracking: the case of action video game players
Green, C. S., & Bavelier, D. (2006) · Cognition · doi:10.1016/j.cognition.2005.10.004 · Cited by 560 · see citing works
Scientific Habits of Mind in Virtual Worlds
Steinkuehler, C., & Duncan, S. (2008) · Journal of Science Education and Technology · doi:10.1007/s10956-008-9120-8 · Cited by 545 · see citing works
Do Action Video Games Improve Perception and Cognition?
Boot, W. R., Blakely, D. P., & Simons, D. J. (2011) · Frontiers in Psychology · doi:10.3389/fpsyg.2011.00226 · Cited by 472 · see citing works
Effects of prosocial video games on prosocial behavior.
Greitemeyer, T., & Osswald, S. (2010) · Journal of Personality and Social Psychology · doi:10.1037/a0016997 · Cited by 456 · see citing works
Arbuckle, J. (2008) · DSpace Biblioteca Universidad de Talca (Universidad de Talca) · Cited by 453 · see citing works
Lenhart, A. (2008) · Cited by 390 · see citing works
Ferguson, C. J., & Kilburn, J. (2010) · Psychological Bulletin · doi:10.1037/a0018566 · Cited by 311 · see citing works
Willoughby, T. (2008) · Developmental Psychology · doi:10.1037/0012-1649.44.1.195 · Cited by 288 · see citing works
Self-citationChildren and video games: addiction, engagement, and scholastic achievement.
Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009) · CyberPsychology & Behavior · doi:10.1089/cpb.2009.0079 · Cited by 270 · cited 1× · see citing works
“Similarly, Skoric et al. (2009) found a concurrent negative association between pathological video game play (i.e., addiction tendencies) and academic performance among elementary school students, although they did not find a significant association between time spent playing and academic…”
BackgroundEscalated substance use: A longitudinal grouping analysis from early to middle adolescence.
Wills, T. A., McNamara, G., Vaccaro, D., & Hirky, A. E. (1996) · Journal of Abnormal Psychology · doi:10.1037//0021-843x.105.2.166 · Cited by 255 · see citing works
Feldman, B. J., Masyn, K. E., & Conger, R. D. (2009) · Developmental Psychology · doi:10.1037/a0014851 · Cited by 249 · see citing works
Etchells, P. J., Benton, C. P., Ludwig, C. J. H., & Gilchrist, I. D. (2011) · Frontiers in Psychology · doi:10.3389/fpsyg.2011.00115 · Cited by 234 · see citing works
D’Zurilla, T. J., & Sheedy, C. F. (1991) · Journal of Personality and Social Psychology · doi:10.1037//0022-3514.61.5.841 · Cited by 208 · see citing works
Escalated substance use: A longitudinal grouping analysis from early to middle adolescence.
Wills, T. A., McNamara, G., Vaccaro, D., & Hirky, A. E. (1996) · Journal of Abnormal Psychology · doi:10.1037/0021-843x.105.2.166 · Cited by 207 · see citing works
Willoughby, T., Adachi, P. J. C., & Good, M. (2011) · Developmental Psychology · doi:10.1037/a0026046 · Cited by 178 · see citing works
Self-citationDo Children and Adults Learn Differently?
Kuhn, D., & Dreibelbis, M. A. P. (2006) · Journal of Cognition and Development · doi:10.1207/s15327647jcd0703_1 · Cited by 155 · see citing works
The relationship between video game use and a performance-based measure of persistence
Ventura, M., Shute, V. J., & Zhao, W. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.07.003 · Cited by 149 · see citing works
A longitudinal investigation of peer sexual harassment victimization in adolescence
Petersen, J. L., & Hyde, J. S. (2009) · Journal of Adolescence · doi:10.1016/j.adolescence.2009.01.011 · Cited by 137 · see citing works
Weis, R., & Cerankosky, B. C. (2010) · Psychological Science · doi:10.1177/0956797610362670 · Cited by 127 · see citing works
Ferguson, C. J. (2011) · Journal of Psychiatric Research · doi:10.1016/j.jpsychires.2010.11.010 · Cited by 121 · cited 1× · see citing works
“For example, researchers have examined the relationship between video games with prosocial content and subsequent prosocial behavior in experimental (e.g., Greitemeyer and Osswald 2010), and correlational studies (e.g., Ferguson and Garza 2011; Gentile et al. 2009).”
BackgroundCall of (civic) duty: Action games and civic behavior in a large sample of youth
Ferguson, C. J., & Garza, A. (2010) · Computers in Human Behavior · doi:10.1016/j.chb.2010.10.026 · Cited by 112 · see citing works
Do Video Games Promote Positive Youth Development?
Adachi, P. J. C., & Willoughby, T. (2012) · Journal of Adolescent Research · doi:10.1177/0743558412464522 · Cited by 104 · see citing works
Self-citationKuhn, D. (2009) · Wiley eBooks · doi:10.1002/9780470479193.adlpsy001007 · Cited by 99 · see citing works
Games, Learning, and Society: Building a Field.
Squire, K. D. (2007) · Educational Technology archive · Cited by 67 · see citing works
Children's Learning in a Digital World
Willoughby, T. 1. (2007) · Wiley eBooks · doi:10.1002/9780470696682 · Cited by 66 · see citing works
Self-citationD’Zurilla, T. J., & Sheedy, C. F. (1992) · Cognitive Therapy and Research · doi:10.1007/bf01175144 · Cited by 56 · see citing works
A longitudinal study into the interplay between problem orientation and adolescent well-being.
Ciarrochi, J., Leeson, P., & Heaven, P. C. L. (2009) · Journal of Counseling Psychology · doi:10.1037/a0015765 · Cited by 45 · see citing works
Harris, M., & Butterworth, G. E. (2012) · Psychology Press eBooks · doi:10.4324/9780203720301 · Cited by 37 · see citing works
Impasse-driven learning in the context of video games
Blumberg, F. C., Rosenthal, S., & Randall, J. D. (2008) · Computers in Human Behavior · doi:10.1016/j.chb.2007.05.010 · Cited by 34 · see citing works
Good Videogames, the Human Mind, and Good Learning
Gee, J. P. (2007) · doi:10.1002/9780470696682.ch2 · Cited by 29 · see citing works
Aveni, A. F. (1994) · American Anthropologist · doi:10.1525/aa.1994.96.3.02a00230 · Cited by 16 · see citing works
Flagged first, then by citations
Cited by
Sorted by citations
The benefits of playing video games.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) · American Psychologist · doi:10.1037/a0034857 · Cited by 2,456 · see citing works
The ABC of Gender Equality in Education
OECD (2015) · Programme for international student assessment/Internationale Schulleistungsstudie · doi:10.1787/9789264229945-en · Cited by 604 · see citing works
Ferguson, C. J. (2015) · Perspectives on Psychological Science · doi:10.1177/1745691615592234 · Cited by 524 · see citing works
Nijhof, S. L., Vinkers, C. H., van Geelen, S. M., Duijff, S. N., Achterberg, E. J. M., van der Net, J., Veltkamp, R. C., Grootenhuis, M. A., van de Putte, E. M., Hillegers, M. H. J., et al. (2018) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2018.09.024 · Cited by 363 · see citing works
The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills
Shute, V. J., Ventura, M., & Ke, F. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.08.013 · Cited by 309 · see citing works
Videogames for Emotion Regulation: A Systematic Review
Villani, D., Carissoli, C., Triberti, S., Marchetti, A., Gilli, G., & Riva, G. (2018) · Games for Health Journal · doi:10.1089/g4h.2017.0108 · Cited by 307 · see citing works
Gamification: A cognitive-emotional view
Mullins, J. K., & Sabherwal, R. (2018) · Journal of Business Research · doi:10.1016/j.jbusres.2018.09.023 · Cited by 252 · see citing works
Gaming science: the “Gamification” of scientific thinking
Morris, B. J., Croker, S. J., Zimmerman, C., Gill, D., & Romig, C. J. (2013) · Frontiers in Psychology · doi:10.3389/fpsyg.2013.00607 · Cited by 233 · see citing works
Rodríguez‐de‐Dios, I., van Oosten, J. M. F., & Perosanz, J. J. I. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.01.012 · Cited by 218 · see citing works
Vedechkina, M., & Borgonovi, F. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.611155 · Cited by 225 · see citing works
Level up Learning: A National Survey on Teaching with Digital Games.
Takeuchi, L. M., & Vaala, S. E. (2014) · Cited by 171 · see citing works
Gameful civic engagement: A review of the literature on gamification of e-participation
Hassan, L., & Hamari, J. (2020) · Government Information Quarterly · doi:10.1016/j.giq.2020.101461 · Cited by 159 · see citing works
Video game addiction: The push to pathologize video games.
Bean, A. M., Nielsen, R. K. L., van Rooij, A. J., & Ferguson, C. J. (2017) · Professional Psychology Research and Practice · doi:10.1037/pro0000150 · Cited by 160 · see citing works
Application of the Educational Game to Enhance Student Learning
Cheung, S. Y., & Ng, K. Y. (2021) · Frontiers in Education · doi:10.3389/feduc.2021.623793 · Cited by 154 · see citing works
Video games can develop graduate skills in higher education students: A randomised trial
Barr, M. (2017) · Computers & Education · doi:10.1016/j.compedu.2017.05.016 · Cited by 146 · see citing works
Choi, E., Shin, S.-H., Ryu, J.-K., Jung, K.-I., Kim, S.-Y., & Park, M.-H. (2020) · Behavioral and Brain Functions · doi:10.1186/s12993-020-0165-z · Cited by 141 · see citing works
Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis
Kristensen, J. H., Pallesen, S., King, D. L., Hysing, M., & Erevik, E. K. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2021.675237 · Cited by 141 · see citing works
Student attitudes to games-based skills development: Learning from video games in higher education
Barr, M. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.11.030 · Cited by 119 · see citing works
Cheng, M., Lin, Y., & She, H. (2015) · Computers & Education · doi:10.1016/j.compedu.2015.03.007 · Cited by 113 · see citing works
Borgonovi, F. (2016) · Journal of Adolescence · doi:10.1016/j.adolescence.2016.01.004 · Cited by 107 · see citing works
An empirical study on gender, video game play, academic success and complex problem solving skills
Dindar, M. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.05.018 · Cited by 101 · see citing works
Video gaming in adolescence: factors associated with leisure time use
Brooks, F. M., Chester, K., Smeeton, N., & Spencer, N. H. (2015) · Journal of Youth Studies · doi:10.1080/13676261.2015.1048200 · Cited by 94 · see citing works
Talan, T., Doğan, Y., & Batdı, V. (2020) · Journal of Research on Technology in Education · doi:10.1080/15391523.2020.1743798 · Cited by 95 · see citing works
Online and other ICT-based Training Tools for Problem-solving Skills
Drigas, A. S., & Karyotaki, M. (2016) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v11i06.5340 · Cited by 80 · see citing works
The Link Between Playing Video Games and Positive Youth Outcomes
Adachi, P. J. C., & Willoughby, T. (2017) · Child Development Perspectives · doi:10.1111/cdep.12232 · Cited by 80 · see citing works
Self-citationMills, K. A., Unsworth, L., & Scholes, L. (2022) · Routledge eBooks · doi:10.4324/9781003137368 · Cited by 76 · see citing works
Adachi, P. J. C., & Willoughby, T. (2016) · Child Development · doi:10.1111/cdev.12556 · Cited by 65 · see citing works
Self-citationTurner, P., Johnston, E., Kebritchi, M., Evans, S., & Heflich, D. A. (2018) · Cogent Education · doi:10.1080/2331186x.2018.1437671 · Cited by 64 · see citing works
Understanding Why Scholars Hold Different Views on the Influences of Video Games on Public Health
Ferguson, C. J., & Colwell, J. (2017) · Journal of Communication · doi:10.1111/jcom.12293 · Cited by 62 · see citing works
T’ng, S. T., Ho, K. H., & Kee, P. (2022) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-022-00825-x · Cited by 66 · see citing works
Petegem, S. V., de Ferrerre, E., Soenens, B., van Rooij, A. J., & LOOY, J. V. (2019) · Journal of Child and Family Studies · doi:10.1007/s10826-019-01368-x · Cited by 65 · see citing works
Najmi, A. H., Alhalafawy, W. S., & Zaki, M. (2023) · Sustainability · doi:10.3390/su15043185 · Cited by 57 · see citing works
Beyond Enjoyment: A Cognitive-Emotional Perspective of Gamification
Mullins, J. K., & Sabherwal, R. (2018) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2018.152 · Cited by 50 · see citing works
Li, W., Zhu, Y., & Nower, L. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106846 · Cited by 50 · see citing works
Veerasamy, A. K., D’Souza, D., Lindén, R., & Laakso, M. (2018) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12326 · Cited by 44 · see citing works
Adachi, P. J. C., & Willoughby, T. (2015) · Journal of Youth and Adolescence · doi:10.1007/s10964-015-0312-2 · Cited by 42 · see citing works
Self-citationYılmaz, E., Yel, S., & Griffiths, M. D. (2022) · Computers & Education · doi:10.1016/j.compedu.2022.104548 · Cited by 44 · see citing works
Tan, W.-K., & Chen, L.-M. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.107045 · Cited by 40 · see citing works
Socioeconomic status and young people's digital maturity: The role of parental mediation
Koch, T., Laaber, F., & Florack, A. (2024) · Computers in Human Behavior · doi:10.1016/j.chb.2024.108157 · Cited by 39 · see citing works
Nestor, O., & Moser, C. S. (2018) · Journal of Occupational Therapy Schools & Early Intervention · doi:10.1080/19411243.2018.1472861 · Cited by 39 · see citing works
Girls' video gaming behaviour and undergraduate degree selection: A secondary data analysis approach
Hosein, A. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.10.001 · Cited by 39 · see citing works
Does exergaming drive future physical activity and sport intentions?
Soltani, P., Figueiredo, P., & Vilas‐Boas, J. P. (2020) · Journal of Health Psychology · doi:10.1177/1359105320909866 · Cited by 39 · see citing works
Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization
Simons, A., Wohlgenannt, I., Weinmann, M., & Fleischer, S. (2020) · Review of Managerial Science · doi:10.1007/s11846-020-00378-0 · Cited by 37 · see citing works
Yılmaz, E., & Griffiths, M. D. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11663-2 · Cited by 51 · see citing works
Jackson, L. A., & Games, A. (2015) · Elsevier eBooks · doi:10.1016/b978-0-12-801462-2.00001-1 · Cited by 36 · see citing works
Rosenthal, S., & Ratan, R. (2022) · Computers & Education · doi:10.1016/j.compedu.2022.104480 · Cited by 36 · see citing works
Broman, N., & Håkansson, A. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2018.02184 · Cited by 35 · see citing works
Gutierrez, A., Mills, K. A., Scholes, L., Rowe, L. I., & Pink, E. (2023) · Teaching and Teacher Education · doi:10.1016/j.tate.2023.104278 · Cited by 35 · see citing works
Video game play and intergroup relations: Real world implications for prejudice and discrimination
Adachi, P. J. C., Hodson, G., & Hoffarth, M. R. (2015) · Aggression and Violent Behavior · doi:10.1016/j.avb.2015.09.008 · Cited by 34 · see citing works
Self-citationConklin, H. G. (2014) · American Educational Research Journal · doi:10.3102/0002831214549451 · Cited by 33 · see citing works
Cole, D. A., Nick, E. A., & Pulliam, K. A. (2019) · Computers in Human Behavior · doi:10.1016/j.chb.2019.08.012 · Cited by 33 · see citing works
Online Game Addiction Among Turkish Adolescents: The Effect of Internet Parenting Style
Özgür, H. (2018) · Malaysian Online Journal of Educational Technology · doi:10.17220/mojet.2019.01.004 · Cited by 33 · see citing works
Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers
Ayala, V. L., Aguilar-Parra, J. M., Collado-Soler, R., Alférez-Pastor, M., Campoy, J. M. F., & de la Rosa, A. L. (2022) · Children · doi:10.3390/children10010086 · Cited by 40 · see citing works
Liao, G., Pham, T. T. L., Huang, H., Cheng, T. C. E., & Teng, C. (2022) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2022.101147 · Cited by 32 · see citing works
What's in a name? Ages and names predict the valence of social interactions in a massive online game
Kokkinakis, A. V., Lin, J., Pavlas, D., & Wade, A. R. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.09.034 · Cited by 33 · see citing works
Fikkers, K. M., Piotrowski, J. T., & Valkenburg, P. M. (2019) · Journal of Communication · doi:10.1093/joc/jqz003 · Cited by 31 · see citing works
Ciceri, M. R., & Ruscio, D. (2013) · Transportation Research Part F Traffic Psychology and Behaviour · doi:10.1016/j.trf.2013.11.001 · Cited by 31 · see citing works
Uncovering the association between strategy video games and self-regulation: A correlational study
Gabbiadini, A., & Greitemeyer, T. (2016) · Personality and Individual Differences · doi:10.1016/j.paid.2016.07.041 · Cited by 34 · see citing works
The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
Gutiérrez, S. S. M., Jiménez, N., Izquierdo, C. C., & Cabezudo, R. S. J. (2019) · Journal of theoretical and applied electronic commerce research · doi:10.4067/s0718-18762020000200105 · Cited by 36 · see citing works
Youth science identity, science learning, and gaming experiences
Fraser, J., Shane‐Simpson, C., & Asbell‐Clarke, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.09.048 · Cited by 31 · see citing works
Sun, C., Chou, K.-T., & Yu, H. C. (2022) · Computers & Education · doi:10.1016/j.compedu.2022.104534 · Cited by 34 · see citing works
Ray, N. R., O’Connell, M. A., Nashiro, K., Smith, E. T., Qin, S., & Basak, C. (2017) · Restorative Neurology and Neuroscience · doi:10.3233/rnn-160716 · Cited by 27 · see citing works
Xu, Z., & Jang, E. E. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.11.063 · Cited by 28 · see citing works
Students’ Problem-Solving Skill in Physics Teaching with Virtual Labs
Gunawan, G., Suranti, N. M. Y., Nisrina, N., & Herayanti, L. R. A. (2018) · IJPTE International Journal of Pedagogy and Teacher Education · doi:10.20961/ijpte.v2i0.24952 · Cited by 27 · see citing works
Sevin, R., & DeCamp, W. (2016) · Sociological Research Online · doi:10.5153/sro.4082 · Cited by 26 · see citing works
Assessment of human expertise and movement kinematics in first-person shooter games
Donovan, I., Saul, M. A., DeSimone, K., Listman, J. B., Mackey, W. E., & Heeger, D. J. (2022) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2022.979293 · Cited by 29 · see citing works
Zumbach, J., Seitz, C., & Bluemke, M. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.07.018 · Cited by 25 · see citing works
Anjum, R., Nodi, N. H., Das, P. R., Roknuzzaman, A. S. M., Sarker, R., & Islam, M. R. (2024) · Health Science Reports · doi:10.1002/hsr2.70043 · Cited by 24 · see citing works
Digital Engagement and Academic Functioning: A Developmental-Contextual Approach
Hietajärvi, L., Maksniemi, E., & Salmela-Aro, K. (2022) · European Psychologist · doi:10.1027/1016-9040/a000480 · Cited by 23 · see citing works
Burns, E. C., Martin, A. J., Kennett, R., Pearson, J., & Munro‐Smith, V. (2022) · Journal of Research in Science Teaching · doi:10.1002/tea.21806 · Cited by 23 · see citing works
Adolescent Health Implications of New Age Technology
Jacobson, C., Bailin, A., Milanaik, R. L., & ADESMAN, A. R. (2015) · Pediatric Clinics of North America · doi:10.1016/j.pcl.2015.09.001 · Cited by 21 · see citing works
Mastering Educational Computer Games, Educational Video Games, and Serious Games in the Digital Age
Kasemsap, K. (2016) · Advances in game-based learning book series · doi:10.4018/978-1-5225-1034-5.ch003 · Cited by 20 · see citing works
“The Me I Want You to See”: The Use of Video Game Avatars to Explore Identity in Gifted Adolescents
Wood, S. M., & Szymanski, A. (2020) · Gifted Child Today · doi:10.1177/1076217519898217 · Cited by 20 · see citing works
Escape!Bot: Social Robots as Creative Problem-Solving Partners
Ali, S., Devasia, N., & Breazeal, C. (2022) · Creativity and Cognition · doi:10.1145/3527927.3532793 · Cited by 20 · see citing works
Vismara, M. F. M., Toaff, J., Pulvirenti, G., Settanni, C., Colao, E., Lavano, S. M., Cemicetti, R., Cotugno, D., Perrotti, G., Meschesi, V., et al. (2017) · Interactive Journal of Medical Research · doi:10.2196/ijmr.6231 · Cited by 19 · see citing works
What factors attract people to play romantic video games?
Koike, M., Loughnan, S., Stanton, S. C. E., & Ban, M. (2020) · PLoS ONE · doi:10.1371/journal.pone.0231535 · Cited by 19 · see citing works
First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent System
Makarov, I., Tokmakov, M., Polyakov, P., Peter, Z., Martynov, M., Konoplya, O., Kuznetsov, G., Guschenko-Cheverda, I., Uriev, M., Mokeev, I., et al. (2016) · ACM International Conference on Multimedia (ACM MM) · doi:10.1145/2964284.2973826 · Cited by 19 · see citing works
Using Popular Commercial Video Games in Therapy with Children and Adolescents
Steadman, J. L., Boska, C. R., Lee, C., Lim, X.-S., & Nichols, N. (2014) · Journal of Technology in Human Services · doi:10.1080/15228835.2014.930680 · Cited by 20 · see citing works
Rasgos de personalidad y psicopatología en adolescentes con adicción a videojuegos
Sánchez-Llorens, M., Marí-Sanmillán, M. I., Benito, A., Rodríguez-Ruiz, F., Castellano-García, F., Almodóvar, I., & Haro, G. (2021) · Adicciones · doi:10.20882/adicciones.1629 · Cited by 18 · see citing works
Recovery from work by playing video games
Koçak, Ö. E., Gorgievski, M. J., & Bakker, A. B. (2023) · Applied Psychology · doi:10.1111/apps.12519 · Cited by 22 · see citing works
Broman, N., Prever, F., di Giacomo, E., Jiménez‐Múrcia, S., Szczegielniak, A. R., Hansson, H., & Håkansson, A. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.707645 · Cited by 18 · see citing works
Developing career-related skills through project-based learning
Lee, Y., & Lee, B. (2024) · Studies In Educational Evaluation · doi:10.1016/j.stueduc.2024.101378 · Cited by 18 · see citing works
General Problem-Solving Styles and Problem-Solving Approaches in Video Games
Hamlen, K. R. (2017) · Journal of Educational Computing Research · doi:10.1177/0735633117729221 · Cited by 23 · see citing works
Positive effects of online games on the growth of college students: A qualitative study from China
Li, F., Zhang, D., Wu, S., Zhou, R., Dong, C., & Zhang, J. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1008211 · Cited by 17 · see citing works
Ewell, P. J., Hamilton, J. C., & Guadagno, R. E. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.12.019 · Cited by 17 · see citing works
Li, D., Chang, Y., Chen, Y., & Yen, C. (2020) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17103386 · Cited by 18 · see citing works
Gürbüz, H., Evlioğlu, B., Erol, Ç., Gülseçen, H., & Gülseçen, S. (2016) · Education and Information Technologies · doi:10.1007/s10639-016-9478-9 · Cited by 17 · see citing works
How Online Gaming Could Enhance Your Career Prospects
Wallinheimo, A.-S., Hosein, A., Barrie, D., Chernyavskiy, A., Agafonova, I., & Williams, P. (2022) · Simulation & Gaming · doi:10.1177/10468781221137361 · Cited by 16 · see citing works
Advocating Problem-Based Learning and Creative Problem-Solving Skills in Global Education
Kasemsap, K. (2016) · Advances in higher education and professional development book series · doi:10.4018/978-1-5225-0643-0.ch016 · Cited by 15 · see citing works
Burke, B., & Lucier‐Greer, M. (2021) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2021.100136 · Cited by 15 · see citing works
Kim, K. H. (2014) · The Journal of the Korea Contents Association · doi:10.5392/jkca.2014.14.03.301 · Cited by 15 · see citing works
Kruskopf, M., Hakkarainen, K., Li, S., & Lonka, K. (2020) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12506 · Cited by 15 · see citing works
The Intellectual Structure of Esports Research
Jordan-Vallverdú, V., Plaza-Navas, M. À., Raya, J. M., & Torres-Pruñonosa, J. (2023) · Entertainment Computing · doi:10.1016/j.entcom.2023.100628 · Cited by 14 · see citing works
Lachowicz, M., Serweta-Pawlik, A., Konopka-Lachowicz, A., Jamro, D., & Żurek, G. (2024) · Brain Sciences · doi:10.3390/brainsci14111104 · Cited by 14 · see citing works
Impact of Games on Motivation, Attention and Skills in Pre-school Children
Mahazir, I. I. (2019) · International Journal of Advanced Trends in Computer Science and Engineering · doi:10.30534/ijatcse/2019/3181.32019 · Cited by 14 · see citing works
Video Games: A Potential Vehicle for Teaching Computational Thinking
Ch’ng, S. I., Low, Y.-C., Lee, Y., Chia, W. C., & Yeong, L. S. (2019) · Springer eBooks · doi:10.1007/978-981-13-6528-7_14 · Cited by 14 · see citing works
Ghasemi, O., Ardakan, M. A., Labafi, S., & Shirzad, M. (2024) · Entertainment Computing · doi:10.1016/j.entcom.2024.100694 · Cited by 13 · see citing works
Imanian, M., Khatibi, A., Sousa, C. V., Heydarinejad, S., Veisia, E., & Saemi, E. (2025) · Perceptual and Motor Skills · doi:10.1177/00315125251381007 · Cited by 19 · see citing works
The impact of time devoted to video games on student achievement
Tot, T. S., Adžić, S., Tot, V., Aleksić, M., & Zakić, N. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11418-5 · Cited by 13 · see citing works
Chen, V. H. H., Wilhelm, C., & Joeckel, S. (2019) · Behaviour and Information Technology · doi:10.1080/0144929x.2019.1634762 · Cited by 13 · see citing works
- Authors
- Adachi, P. J. C., & Willoughby, T.
- Affiliations
- Brock University (CA)
- Corresponding author
- Adachi, Paul J. C.
- ORCID
- Willoughby, Teena
- Venue
- Journal of Youth and Adolescence
- Published
- 2013-01-24
- Volume
- 42
- Issue
- 7
- Pages
- 1041-1052
- ISSN
- 0047-2891 (ISSN-L)
- 1573-6601
- OpenAlex
- W1987260235
- Cited by
- 328
- References
- 47
- Citations by year
- 2026: 22 · 2025: 26 · 2024: 26 · 2023: 32 · 2022: 28 · 2021: 28 · 2020: 25 · 2019: 20 · 2018: 28 · 2017: 27 · 2016: 22 · 2015: 22 · 2014: 17 · 2013: 5
- FWCI
- 44.64
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Journal of Youth and Adolescence (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Social Sciences and Humanities Research Council of Canada
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- role-playing games, strategy games, problem-solving skills, student grades, adolescents, longitudinal development, self-reported skills
- MeSH terms
- Achievement, Adolescent, Female, Humans, Longitudinal Studies, Male, Problem Solving, Sex Factors, Models, Statistical, Video Games, Self Report
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review