Cited by 1,133Educational Games and GamificationDigital Games and MediaVirtual Reality Applications and Impacts

An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

Boyle, Elizabeth A., Hainey, Thomas, Connolly, Thomas M., Gray, Grant, Earp, Jeffrey, Ott, Michela, Lim, Theodore, Ninaus, Manuel +2 more·2016·Computers & Education

Integrity signals

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Crossref · 10.1016/j.compedu.2015.11.003

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163 of 163 references verified0 citation errors · 0 not checkable

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  • Video games appear to have positive effects on working memory, attentional capacity, problem solving, motivation, emotional control, and prosocial behaviors.

    “Furthermore, using games as a vehicle to deliver cognitive training may also be advantageous simply because video games appear to have positive effects on a number of outcomes, including working memory, attentional capacity, problem solving, motivation, emotional control, and prosocial behaviors [6].”

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Authors
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J.
Affiliations
  • University of the West of Scotland (GB)
  • Istituto per le Tecnologie Didattiche (IT)
  • Heriot-Watt University (GB)
  • University of Graz (AT)
  • Instituto de Engenharia de Sistemas e Computadores Investigação e Desenvolvimento (PT)
Corresponding author
Boyle, Elizabeth A.
Venue
Computers & Education
Publisher
Elsevier BV
Published
2016-03
Volume
94
Pages
178-192
ISSN
0360-1315 (ISSN-L)
OpenAlex
W2194213766
Cited by
1,133
References
165
Citations by year
2026: 86 · 2025: 80 · 2024: 91 · 2023: 125 · 2022: 128 · 2021: 158 · 2020: 141 · 2019: 132 · 2018: 101 · 2017: 62 · 2016: 29
FWCI
13.56
Type
journal article
Language
en
Open access
closed
Locations
  • Computers & Education (publishedVersion)
  • CNR ExploRA (submittedVersion)
Funders
EU (258169)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
Keywords
serious games, video games, game-based learning, match outcome, knowledge acquisition, behavior change, affective learning outcomes, cognitive outcomes, physiological outcomes, STEM education, health education, game features, student engagement

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