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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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Flow: the psychology of optimal experience
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A systematic literature review of empirical evidence on computer games and serious games
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Self-citationAnderson, C. A., & Bushman, B. J. (2001) · Psychological Science · doi:10.1111/1467-9280.00366 · Cited by 2,219
Gamifying learning experiences: Practical implications and outcomes
Domínguez‐Díaz, A., Saenz-de-Navarrete, J., de‐Marcos, L., Sanz, L. F., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,189
Measuring and defining the experience of immersion in games
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2008.04.004 · Cited by 2,065
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864
What is user engagement? A conceptual framework for defining user engagement with technology
O'Brien, H. L., & Toms, E. G. (2008) · Journal of the American Society for Information Science and Technology · doi:10.1002/asi.20801 · Cited by 1,397
Mapping learning and game mechanics for serious games analysis
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., & Gloria, A. D. (2014) · British Journal of Educational Technology · doi:10.1111/bjet.12113 · Cited by 988
Self-citationAn update on the effects of playing violent video games
Anderson, C. A. (2003) · Journal of Adolescence · doi:10.1016/j.adolescence.2003.10.009 · Cited by 740
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
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2 of the 165 references couldn’t be matched to a known paper.
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- Csikszentmihalyi, 1991, Vol. 41
- Dondlinger, 2007, Educational video games design: a review of the literature, Journal of Applied Educational Technology, 4, 21
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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
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