Cited by 329Educational Games and GamificationDigital Games and MediaImpact of Technology on Adolescents

More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades

Adachi, Paul J. C., Willoughby, Teena·2013·Journal of Youth and Adolescence

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

Crossref · 10.1007/s10964-013-9913-9

Cites

48 of 48 references verified0 citation errors · 0 not checkable

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  • 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].”

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Authors
Adachi, P. J. C., & Willoughby, T.
Affiliations
Brock University (CA)
Corresponding author
Adachi, Paul J. C.
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
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

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