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An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
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“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].”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [6]
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A systematic literature review of empirical evidence on computer games and serious games
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“Whilst other reviews of educational technology and student engagement have found studies to be largely STEM focused (Boyle et al., 2016; Li et al., 2017; Lundin et al., 2018; Nikou & Economides, 2018), this corpus features a more balanced scope of research, with the fields of Arts & Humanities (42…”
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“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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Metadata
- 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.
- ORCID
- 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
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 ›
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