Cited by 43Educational Games and GamificationImpact of Technology on AdolescentsDigital Games and Media

The impact of video games on Students’ educational outcomes

Adžić, Slobodan, Al-Mansour, Jarrah, Naqvi, Hasnain, Stambolić, Slobodan·2021·Entertainment Computing

Integrity signals

Registry

Crossref · 10.1016/j.entcom.2021.100412

Cites

25 of 25 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Claims the paper makes

We couldn’t retrieve this paper’s full text, so its claims and self-check weren’t run. The registry and citation checks still apply.

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?

  • High-achieving students who spent significant time playing video games were able to maintain strong grade point averages.

    “One study found that high-achieving students who spent significant time playing video games were nonetheless able to maintain strong grade point averages (GPAs) [48].”

Cites

Flagged first, then by citations

1 of the 26 references couldn’t be matched to a known paper.

Cited by

Sorted by citations

Authors
Adžić, S., Al-Mansour, J., Naqvi, H., & Stambolić, S.
Affiliations
  • Univerzitet Union Nikola Tesla (RS)
  • Arab Open University (KW)
  • University of Hafr Al-Batin (SA)
  • University of Belgrade (RS)
Corresponding author
Adžić, Slobodan
Venue
Entertainment Computing
Publisher
Elsevier BV
Published
2021-05
Volume
38
Pages
100412
ISSN
1875-9521 (ISSN-L)
OpenAlex
W3129079942
Cited by
42
References
26
Citations by year
2026: 4 · 2025: 5 · 2024: 15 · 2023: 7 · 2022: 6 · 2021: 5
FWCI
12.10
Type
journal article
Language
en
Open access
closed
Locations
Entertainment Computing (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
video games, gaming addiction, academic performance, grade point average, university students, educational outcomes, Saudi Arabia

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