The DOI matches its Crossref record; 71 of the 72 references it cites were found in a registry or an index; none of the 76 sources its claims cite is checked for support yet.
The benefits of playing video games.
Abstract
Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so.
Overview
AI snapshot
Written from the paper’s full text.
TL;DR
This review argues that psychological research on video games has been overwhelmingly focused on harms (aggression, addiction, depression) and that a balanced perspective should also consider documented cognitive, motivational, emotional, and social benefits. The authors synthesize existing evidence across these four domains and call for intervention researchers to test video games as mental health tools.
Key findings
- Cognitive: training studies show shooter/"action" game players have faster and more accurate attention allocation, higher spatial resolution, and enhanced mental rotation; a meta-analysis (Uttal et al., 2013) found these spatial-skill gains comparable to formal high school/university courses and that they transfer to non-game spatial tasks. Effects are robust for shooter games but not for puzzle or role-playing games.
- Motivational: games provide immediate, concrete feedback and dynamically calibrated difficulty, which the authors propose trains an incremental theory of intelligence and persistence; Ventura et al. (2013) found extent of game use predicted how long participants persisted on difficult anagrams outside gaming.
- Emotional: puzzle games (e.g., *Angry Birds*, *Bejeweled II*) have been shown to improve mood, promote relaxation, and ward off anxiety; the authors propose games reward adaptive emotion-regulation strategies such as reappraisal, though they call this speculative.
- Social: over 70% of gamers play with a friend (ESA, 2012); prosocial games predict prosocial behavior (Gentile et al., 2009), and cooperative (vs. competitive) play of violent games is linked to increased helping and reduced aggressive cognitions. In health applications, the *Re-Mission* RCT across 34 medical centers found significantly greater treatment adherence, self-efficacy, and cancer knowledge in the intervention group, and the game has been distributed to over 200,000 patients; the *SPARX* CBT-based game RCT was as effective as therapist-administered CBT for depression.
- Harms acknowledged: 3% of Dutch and about 8% of U.S. youth who play games show pathological addiction symptoms; two meta-analyses on violent games and aggression reached conflicting conclusions.
Methods
Narrative review/integrative synthesis, not an original empirical study; no new data are collected. The authors summarize existing correlational, longitudinal, experimental, training, fMRI, and meta-analytic work across four domains (cognitive, motivational, emotional, social) and integrate developmental, positive, social, and media psychology theory to propose candidate mechanisms. They also review "serious games" in health and education (e.g., *Re-Mission*, *SPARX*) and outline future research and intervention directions.
Limitations
Stated by the authors: very few well-designed studies examine both positive and negative effects of the same games; most studies rely on survey/self-report rather than objective, psychophysiological, or neural measures; the field focuses almost exclusively on short-term effects with few longitudinal or diary studies; and most work examines single-player games despite over 70% of play being social. The authors explicitly note that claims about motivational, emotional, and social benefits are more speculative than cognitive ones, and that causal direction (selection vs. influence) remains unresolved. Evident from the text: as a narrative review it presents no systematic search or effect-size synthesis of its own, and several proposed mechanisms (e.g., reappraisal training, flow transferring to real-world outcomes) are described as untested hypotheses.
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Claims the paper makes
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In the paper
“It is important to stress that enhanced cognitive performance is not documented for all video game genres.”
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In the paper
“Indeed, problem solving seems central to all genres of video games (including those with violent content).”
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In the paper
“New evidence is emerging that playing any kind of video game, regardless of whether or not it is violent, enhances children's creative capacities.”
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIn the paper
“Further, this recent meta-analysis showed that spatial skills can be trained with video games in a relatively brief period, that these training benefits last over an extended period of time, and crucially, that these skills transfer to other spatial tasks outside the video game context.”
What the sources say
- Not checked yetcites Uttal et al., 2013
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In the paper
“Moreover, it is virtually impossible to choose an appropriate control condition wherein all aspects of a game (e.g., visual stimulation, arousal induction, gameplay) are kept constant across conditions and only one cognitive challenge is manipulated (e.g., navigating three-dimensional space efficiently vs. inhibiting prepotent responses).”
Load-bearingStrength:boosted· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIn the paper
“For example, among a sample of almost 500 12-year-old students, video game playing was positively associated with creativity (Jackson et al., 2012).”
What the sources say
- Not checked yetcites Jackson et al., 2012
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In the paper
“Preliminary research has also demonstrated that these cognitive advantages manifest in measurable changes in neural processing and efficiency.”
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In the paper
“A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits.”
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes? Based: unclearIn the paper
“However, this study's cross-sectional design made it unclear whether playing video games develops creative skills or creative people prefer video games (or both).”
What the sources say
- Not checked yetcites Jackson et al., 2012
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In the paper
“Further, these experiences may have the potential to enhance mental health and well-being in children and adolescents.”
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- Probably not a substantial claim. 41
- It may state two separate claims as one. 26
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In the paper
“Beyond social cognition, developmentalists have emphasized that play constitutes an emotionally significant context through which themes of power and dominance, aggression, nurturance, anxiety, pain, loss, growth, and joy can be enacted productively (e.g., Gottman, 1986).”
What the sources say
- Not checked yetcites Gottman, 1986
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“We propose that, in addition to several unique factors, the same emotional themes identified in children's play experiences in general (e.g., dominance, nurturance, anxiety, and growth) are also explored in video games, allowing for important cognitive, emotional, and social competencies to be acquired.”
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The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Only two studies have explicitly tested the relation between playing video games and problem-solving abilities; in both, problemsolving was defined in the reflective sense (e.g., taking time to gather information, evaluate various options, formulate a plan, and consider changing strategies and/or goals before proceeding further).”
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In the paper
“Moreover, this latter study showed an indirect mediation effect such that playing strategic games predicted higher selfreported problem-solving skills, which, in turn, predicted better academic grades.”
What the sources say
- Not checked yetcites Adachi & Willoughby, 2013
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
In the paper
“Similarly, Piaget (1962) theorized that make-believe play provides children opportunities to reproduce real-life conflicts, to work out ideal resolutions for their own pleasure, and to ameliorate negative feelings.”
What the sources say
- Not checked yetcites Piaget, 1962
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
In the paper
“For example, a recent functional magnetic resonance imaging (fMRI) study found that the mechanisms that control attention allocation (e.g., the fronto-parietal network) were less active during a challenging pattern-detection task in regular gamers than in nongamers, leading the researchers to suggest that shooter game players allocate their attentional resources more efficiently and filter out Irr”
What the sources say
- Not checked yetcites Bavelier et al., 2012
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In the paper
“Erikson (1977) proposed that play contexts allow children to experiment with social experiences and simulate alternative emotional consequences, which can then bring about feelings of resolution outside the play context.”
What the sources say
- Not checked yetcites Erikson, 1977
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In the paper
“She demonstrates that experiencing positive emotions may help broaden the number of behaviors one perceives as both possible and motivating and may build social relationships that provide support for goal pursuit and coping with failure.”
What the sources say
- Not checked yetcites Fredrickson, 2001
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In the paper
“Further, Fredrickson and colleagues propose that positive emotions help undo the detrimental and de-motivating results of negative emotions.”
What the sources say
- Not checked yetcites Fredrickson, 2001
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In the paper
“It has further been suggested that some of the most intense positive emotional experiences are triggered in the context of playing video games (McGonigal, 2011).”
What the sources say
- Not checked yetcites McGonigal, 2011
Strength:hedged· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“In summary, specific types of video games seem to enhance a suite of cognitive functions, some of which appear to generalize to real-world contexts.”
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A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Thus, game playing may promote the ability to flexibly and efficiently reappraise emotional experiences, teaching players the benefits of dealing with frustration and anxiety in adaptive ways.”
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The structure had eluded researchers for over 10 years; however, the nonlinear, cooperative, and creative problem-solving techniques used by these gamers seemed to be precisely the skills needed to finally solve this elusive problem.”
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“This motivational style, in turn, may generalize to school and work contexts.”
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The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“In these virtual social communities, decisions need to be made on the fly about whom to trust, whom to reject, and how to most effectively lead a group.”
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In the paper
“Further, although correlational studies suggest that individuals consciously turn to these games to regulate their emotions (Olson, 2010), it may simply be that positive moods and game playing co-occur, and players report retrospectively that experiencing positive emotions was a conscious motivation that preceded play.”
What the sources say
- Not checked yetcites Olson, 2010
Strength:hedged· not yet calibratedCausal:correlational· not yet calibratedTests✗ Asserted: fails✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The authors may not put it forward as true. The paper’s conclusions may not depend on it.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Importantly, the type of contexts that most often pull for effective emotionregulation strategies-such as reappraisal-are social in nature.”
Strength:plain· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds.
In the paper
“For example, studies suggest that playing puzzle video games-games with minimal interfaces, short-term commitments, and a high degree of accessibility (e.g., Angry Birds , Bejewled II )-can improve players' moods, promote relaxation, and ward off anxiety (Russoniello et al., 2009).”
What the sources say
- Not checked yetcites Russoniello et al., 2009
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In the paper
“Immediate and concrete feedback in video games (e.g., through points, coins, dead ends in puzzles) serves to reward continual effort and keep players within what Vygotsky (1978, p. 86) coined the 'zone of proximal development.'”
What the sources say
- Not checked yetcites Vygotsky, 1978
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The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Games do not elicit only positive emotions; video games also trigger a range of negative ones, including frustration, anger, anxiety, and sadness.”
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds.
In the paper
“Moreover, contrary to what we might expect, these experiences of failure do not lead to anger, frustration, or sadness, although players often do feel these negative emotions intermittently.”
What the sources say
- Not checked yetcites Salminen & Ravaja, 2008
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In the paper
“When faced with failure, players are highly motivated to return to the task of winning, and they are 'relentlessly optimistic' about reaching their goals (McGonigal, 2011).”
What the sources say
- Not checked yetcites McGonigal, 2011
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
In the paper
“Flow or transportation is another positive emotional experience described by gamers, during which they are immersed in an intrinsically rewarding activity that elicits a high sense of control while simultaneously evoking a loss of self-consciousness (Sherry, 2004).”
What the sources say
- Not checked yetcites Sherry, 2004
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
In the paper
“two large-scale survey studies have found that 3% of Dutch (van Rooij, Schoenmakers, Vermulst, van den Eijnden, & van de Mheen, 2011) and about 8% of U.S. youth (Gentile, 2009) who play video games exhibit pathological symptoms of addiction”
What the sources say
- Not checked yetcites van Rooij, Schoenmakers, Vermulst, van den Eijnden, & van de Mheen, 2011
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A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“the suitability ratings ascribed to games by the entertainment industry (e.g., E for 'everyone,' M for 'not appropriate for children under the age of 18') are based on little to no scientific evidence regarding potential harms or benefits.”
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A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Games that are fundamentally social and rely on varied social partners also provide a large amount of variability in game experiences, depending on who the player encounters each time she or he enters the gaming world.”
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A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Our expertise is in the area of developmental psychopathology, where we contend video games can have a particularly large impact.”
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In the paper
“most popularly played games today are complex and change dynamically (see the top half of Figure 1), which means that players' in-game behaviors change how the game itself progresses, feeding back to, and constraining, how the player continues to adapt to these changes in subsequently updated game contexts (Klimmt, Vorderer, & Ritterfeld, 2007).”
What the sources say
- Not checked yetcites Klimmt, Vorderer, & Ritterfeld, 2007
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A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“there is one point that both sides are advocating with which we fervently agree: Video games hold immense potential to teach new forms of thought and behavior.”
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A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Finally, the cost-effectiveness of delivering mental health interventions is often a barrier to treatment delivery.”
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A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Many children and families cannot afford individual or group therapy, and schools worldwide are facing cuts in funding that have significantly decreased the number of programs that can be offered as part of the curriculum.”
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✗ Based: failsProbably not a substantial claim. The paper may give no reason why it holds. It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“there are very few, if any, well-designed published studies that examine both the positive and negative effects of the same games and the conditions under which these effects are most likely manifested, whether they are violent in nature or otherwise.”
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In the paper
“But these are mostly de-contextualized exercises that rarely involve the authentic emotional experiences during which most conflicts arise.”
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In the paper
“Both traditional and video games are fundamentally voluntary in nature”
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A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“By dichotomizing video games into either 'good' or 'bad,' 'violent' or 'prosocial,' psychologists are largely (with the exception of media psychologists) overlooking the complex new playground of contemporary video games and the varied landscape of virtual interactions taking place in those games.”
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In the paper
“The second shortcoming is that medical practitioners, teachers, and researchers are not game designers, and as a result, they often develop products that miss the most essential mechanism of engagement in games-the fun.”
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. It may state two separate claims as one.
- Rests on an assumption: The most essential mechanism of engagement in games is fun.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Another limitation of past approaches is the almost exclusive focus on the short-term impact of games; very few longitudinal studies have been conducted in this area.”
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds. It may state two separate claims as one.
In the paper
“This gap between knowledge and behavior has long been recognized as a problem in the field, and thus many interventions incorporate role-playing, problem-solving exercises and homework assignments (e.g., P. C. Kendall, 2011 ).”
What the sources say
- Not checked yetcites P. C. Kendall, 2011
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The most important reason is that very few of the games developed to improve health and learning outcomes are ever scientifically evaluated.”
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✗ Based: failsProbably not a substantial claim. The paper may give no reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Given that video games have permeated almost all households, across almost all countries, it is striking how little attention has been paid to using this medium for purposes that go beyond entertainment and beyond demonstrated benefits for education and health care.”
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In the paper
“about 8% of U.S. youth (Gentile, 2009) who play video games exhibit pathological symptoms of addiction”
What the sources say
- Not checked yetcites Gentile, 2009
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“We propose that video games can uniquely and significantly address these limitations and, in turn, improve intervention effects across a broad spectrum of disorders.”
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes? Based: unclearIt may state two separate claims as one.
In the paper
“Adherence to treatment protocol, self-efficacy, and cancer-related knowledge were all significantly greater in the intervention group.”
What the sources say
- Not checked yetcites Kato et al., 2008
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one. The quote only partly states this claim.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“We argue that this learning potential has been left largely untapped in the mental health arena, and addressing this gap holds a great deal of promise for a radical new approach to intervention.”
Tests✓ Asserted: passes✗ Checkable: fails✓ Load-bearing: passes✗ Based: failsProbably not a substantial claim. It may be too vague to check against evidence. The paper may give no reason why it holds. It may state two separate claims as one.
In the paper
“a meta-analysis concluded that games can make important advances in the educational reform necessary to deal with the learning challenges of the next century (Vogel et al., 2006).”
What the sources say
- Not checked yetcites Vogel et al., 2006
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Moreover, no studies have assessed the daily patterns of gaming and the function that these patterns of use may serve.”
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Moreover, it is likely that games are associated with less stigma than conventional therapy, addressing another barrier.”
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✗ Based: failsProbably not a substantial claim. The paper may give no reason why it holds.
In the paper
“perhaps the most important lesson from these conflicting meta-analyses is that the picture is much more complex than popular press headlines suggest (Ferguson, 2013).”
What the sources say
- Not checked yetcites Ferguson, 2013
Load-bearingStrength:hedged· not yet calibratedTests✓ Asserted: passes✗ Checkable: fails✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. It may be too vague to check against evidence.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Video games share many similarities with traditional games and likely provide benefits similar to those provided by play more generally.”
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Remarkably, there are very few video games that have been developed with these aims in mind.”
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✗ Based: failsProbably not a substantial claim. The paper may give no reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Video games are socially interactive in a way never before afforded.”
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✗ Checkable: fails✓ Load-bearing: passes✗ Based: failsProbably not a substantial claim. It may be too vague to check against evidence. The paper may give no reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“we have become particularly inspired by the potential that these games hold for interventions that promote well-being, including the prevention and treatment of mental health problems in youth.”
Tests✓ Asserted: passes✗ Checkable: fails✓ Load-bearing: passes✗ Based: failsProbably not a substantial claim. It may be too vague to check against evidence. The paper may give no reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The large amount of time invested in playing video games may also mean that they provide qualitatively different experiences than conventional games.”
Strength:hedged· not yet calibratedCausal:conditional· not yet calibratedTests✓ Asserted: passes✗ Checkable: fails✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. It may be too vague to check against evidence. The paper’s conclusions may not depend on it. The paper may give no reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“players immerse themselves in pretend worlds that are safe contexts in which negative emotions can be worked out”
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✗ Based: failsProbably not a substantial claim. The paper may give no reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“These differences in space and time likely hold wholly new benefits and risks that have yet to be conceptualized.”
Strength:hedged· not yet calibratedCausal:conditional· not yet calibratedTests✓ Asserted: passes✗ Checkable: fails✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. It may be too vague to check against evidence. The paper’s conclusions may not depend on it. The paper may give no reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“games allow a sense of control with just enough unpredictability to feel deep satisfaction and intense pride when formidable goals are finally reached”
Tests✓ Asserted: passes✗ Checkable: fails✓ Load-bearing: passes✗ Based: failsProbably not a substantial claim. It may be too vague to check against evidence. The paper may give no reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Increasingly, players are gaming online, with friends, family, and complete strangers, crossing vast geographical distances and blurring not only cultural boundaries but also age and generation gaps, socioeconomic differences, and language barriers.”
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds. It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“they can include competitive and cooperative objectives”
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds. It may state two separate claims as one.
The paper relies on this without support.
Most children and adolescents are enthralled with video games.
“Given how enthralled most children and adolescents are with video games, we believe that a multidisciplinary team of psychologists, clinicians, and game designers can work together to develop genuinely innovative approaches to mental health interventions.”
The paper relies on this without support.
The most essential mechanism of engagement in games is fun.
“they often develop products that miss the most essential mechanism of engagement in games-the fun.”
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?
The source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“Mobile health (mHealth) can play an important role in accurate recognition of symptoms and timely treatment [9-11].”
From A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study (2022) · cites this paper as [10]
Experimental — accuracy not yet measuredIn the citing paper
“Such games offer an environment in which attractive learning tasks are presented in a way that addresses the difficulties that children with ADHD often have in engaging with “boring” and repetitive training tasks [36-38].”
In the citing paper
“video games are a ubiquitous part of our current society”
From Behavioral trainings and manipulations to reduce delay discounting: A systematic review (2019) · cites this paper as Granic, Lobel, & Engels, 2014
In the citing paper
“video games can promote long-term training by incorporating repetitive actions and encouraging repetitive gameplay without evoking boredom”
From Behavioral trainings and manipulations to reduce delay discounting: A systematic review (2019) · cites this paper as Granic et al., 2014
In the citing paper
“For the current and upcoming generation of youth who play video games and socialize online daily, the norm is digital experiences that are exquisitely designed to adjust to the pace, content preferences, and skill levels of their users [49].”
From Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint (2019) · cites this paper as [49]
In the citing paper
“They also provide a compelling virtual playground to not only gain knowledge, but also practice skills.”
From Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint (2019) · cites this paper as [49]
In the citing paper
“Finally, applied games can overcome the stigma associated with traditional and self-help interventions.”
From Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint (2019) · cites this paper as [49]
In the citing paper
“In short, well-designed applied games are intrinsically motivating, offer a strong sense of agency, and are simply fun.”
From Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint (2019) · cites this paper as [49]
Citations
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Cited by
Sorted by citations
Items 901–1,000 of 1,001
Screen-based sedentary behaviors, mental health, and social relationships among adolescents
da Silva, D. R. P., Werneck, A. O., Tomeleri, C. M., Fernandes, R. A., Ronque, Ê. R. V., & Cyrino, E. S. (2018) · Motriz Revista de Educação Física · doi:10.1590/s1980-6574201700si0086 · Cited by 9
Crecente, D., Jacobs, R. S., Dias, J., et al. (2017) · Lecture notes in computer science · doi:10.1007/978-3-319-71940-5 · Cited by 9
Adolescents’ internet use in relation to self-esteem and adaptability in career decision-making
Sinkkonen, H., Puhakka, H., & Meriläinen, M. (2018) · British Journal of Guidance and Counselling · doi:10.1080/03069885.2018.1455169 · Cited by 9
Impacto de videojuegos en la fluidez lectora en niños con y sin dislexia. El caso de Minecraft
Jiménez-Porta, A. M., & Díez-Martínez, E. (2018) · RELATEC Revista Latinoamericana de Tecnología Educativa · doi:10.17398/1695-288x.17.1.77 · Cited by 9
The impact of temperature on gaming productivity: evidence from online games
Bao, X., & Fan, Q. (2018) · Empirical Economics · doi:10.1007/s00181-018-1523-7 · Cited by 9
Reinventing the Rules: Emergent Gameplay for Civic Learning
Ampatzidou, C. (2018) · Springer eBooks · doi:10.1007/978-981-13-2694-3_10 · Cited by 9
A Player-Centric Approach to Designing Spatial Skill Training Games
Wauck, H. C., Mekler, E. D., & Fu, W. (2019) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3290605.3300296 · Cited by 9
Moral reasoning in peer conversations during game-based learning: An exploratory study
Ilten-Gee, R., & Hilliard, L. J. (2019) · Journal of Moral Education · doi:10.1080/03057240.2019.1662775 · Cited by 9
The effect of playing video games on fiberoptic intubation skills
Yılbaş, A. A., Canbay, Ö., Akça, B., Üzümcügil, F., Melek, A., Çalış, M., & Vargel, İ. (2018) · Anaesthesia Critical Care & Pain Medicine · doi:10.1016/j.accpm.2018.11.012 · Cited by 9
Videogame-related experiences among regular adolescent gamers
Ponce‐Blandón, J. A., Espejel-Hernández, I., Romero‐Martín, M., Campos, M. D. L. M. L., Picón, N. J., & Gómez-Salgado, J. C. (2020) · PLoS ONE · doi:10.1371/journal.pone.0235327 · Cited by 9
Instructional integration of digital learning games in financial literacy education
Aprea, C., Schultheis, J., & Stolle, K. (2017) · MADOC (University of Mannheim) · Cited by 10
Reducing older people’s risk of fraud victimization through an anti-scam board game
Chung, E. K. H., & Yeung, D. Y.-L. (2023) · Journal of Elder Abuse & Neglect · doi:10.1080/08946566.2023.2240005 · Cited by 10
“Previous reviews and meta-analyses have demonstrated the positive effects of game-based learning on cognitive functioning, mood management, and social competence (e.g., Boyle et al., 2016; Granic et al., 2014).”
ResultHo, W.-K., Sum, R. K. W., & Tang, D. (2024) · Current Psychology · doi:10.1007/s12144-024-05997-4 · Cited by 7
“Granic et al. ( 2014 ) also summarized the research on the positive effects of playing video games on mental health, focusing on four domains: cognitive (e.g. attention), motivational (e.g. resilience in the face of failure), emo - tional (e.g. mood management), and social (e.g. prosocial behavior)…”
Physical exercise intervention for gaming disorder: a systematic review of clinical trials
Aryani, A., Kusuma, K. S., & Saputra, M. J. (2024) · International Journal of Mental Health · doi:10.1080/00207411.2024.2347672 · Cited by 7
“…such as in cognitive, motivational, social, and emotional development, excessive gaming may cause a problematic behavior which leads to distress in life including decrease in life-satisfaction, higher anxiety, depressive symptoms, and sleep problems (Granic et al., 2014; Sublette & Mullan, 2012).”
Liu, T., Quek, F. K. H., & Gomez, G. (2024) · ACM Interaction Design and Children Conference (IDC) · doi:10.1145/3628516.3655751 · Cited by 8
“Engaging in play encourages individuals to explore fictional worlds, fostering the exercise of imagination and creative thinking abilities [5, 17].”
BackgroundMapping the literature on augmented reality-based gaming: a text mining approach
Borgohain, D. J., & Verma, M. K. (2024) · Information Discovery and Delivery · doi:10.1108/idd-06-2023-0053 · Cited by 8
Introduction to Game-Based Learning
Rye, S., Sousa, M., & Sousa, C. (2025) · Springer eBooks · doi:10.1007/978-3-031-78523-8_2 · Cited by 20
Kim, H., & Choi, Y. (2025) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2025.1554394 · Cited by 11
Educational mathematics game for elementary students
Hartono, M., Yulianto, B., Santoso, A. G., et al. (2017) · International Conference on Information Management and Technology (ICIMTech) · doi:10.1109/icimtech.2017.8273529 · Cited by 8
Heumos, T., & Kickmeier-Rust, M. (2020) · The Electronic Journal of e-Learning · doi:10.34190/ejel.20.18.3.001 · Cited by 8
Associations between Sports Videogames and Physical Activity in Children
Ng, K., Kaskinen, A.-P., Katila, R., Koski, P., & Karhulahti, V. (2022) · Physical Culture and Sport Studies and Research · doi:10.2478/pcssr-2022-0012 · Cited by 8
The relationship between spiritual well-being and game addiction of youths: a cross-sectional study
Pong, H.-K. (2022) · Journal of Beliefs and Values · doi:10.1080/13617672.2022.2152262 · Cited by 11
“…research comparing the magnetic resonance imaging (MRI) functions of video gamers and non-gamers showed increased cognition and focus among gamers (Granic, Lobel, and Engels 2014), thus supporting an earlier study on gamers being more in control and disciplined than non-gamers in perceptual and…”
ResultIsralowitz, R., Porat, S.-L. R., Zolotov, Y., Yehudai, M., Dagan, A., & Reznik, A. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph192315946 · Cited by 8
“, mental action acquiring knowledge and understanding), eye–hand coordination [18,19], memory and stress reduction, among other conditions [19–23].”
BackgroundGenetic and Environmental Influences on Playing Video Games
Hassan, T. (2023) · Media Psychology · doi:10.1080/15213269.2023.2165504 · Cited by 8
“Video games are unique in that they are interactive rather than passive media such as television, movies, and books (Granic et al., 2014).”
Olim, S. C., Nisi, V., & Rubegni, E. (2023) · International Conference on Tangible, Embedded, and Embodied Interaction (TEI) · doi:10.1145/3569009.3572804 · Cited by 7
Reigada, C., Sandgren, A., Borrell, S. R., et al. (2023) · BMC Palliative Care · doi:10.1186/s12904-023-01166-9 · Cited by 8
“As Sinclair argues, empathy can contribute to the interpersonal construction involving awareness and intuition, the cognitive aspect, and the affective aspect [17].”
BackgroundMaking choices in digital play spaces: Children’s experiences
Loudoun, F. M., Boyle, B., & Larsson-Lund, M. (2023) · Scandinavian Journal of Occupational Therapy · doi:10.1080/11038128.2023.2271050 · Cited by 8
“Despite a recent influx of research examining the benefits of children’s play in digital spaces [29–31], to our knowledge there remains no in-depth examination of children’s experiences of choice-making in play in digital spaces.”
BackgroundWagener, G. L., Schulz, A., & Melzer, A. (2023) · Physiology & Behavior · doi:10.1016/j.physbeh.2023.114421 · Cited by 8
Başaran, B., & Şimşek, Ö. (2023) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12920 · Cited by 13
Wu, C., & Wang, T.-Y. (2024) · Computers in Human Behavior · doi:10.1016/j.chb.2023.108132 · Cited by 9
Sentiment Analysis of Souls-like Role-Playing Video Game Reviews
Guzsvinecz, T. (2023) · Acta Polytechnica Hungarica · doi:10.12700/aph.20.5.2023.5.10 · Cited by 8
Avoidance of the real and anxiety about the unreal: Attachment style and video-gaming
Coulson, M., Oskis, A., & Gould, R. L. (2017) · Contemporary Issues in Early Childhood · doi:10.1177/1463949117714085 · Cited by 8
Ecosystem approach on medical game development
Litovuo, L., Makkonen, H. S., Aarikka‐Stenroos, L., Luhtala, L., & Mäkinen, S. (2017) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/3131085.3131104 · Cited by 8
Algebra Learning through Digital Gaming in School
Dolonen, J. A., & Kluge, A. (2015) · Computer Supported Collaborative Learning · doi:10.22318/cscl2015.232 · Cited by 8
Damayanti, M., Wirakusumah, F. F., & Anwar, R. (2018) · Global Medical & Health Communication (GMHC) · doi:10.29313/gmhc.v6i3.2897 · Cited by 8
Feasibility of TOWI as a cognitive training video game for children
Rosetti, M., Gómez-Tello, M. F., Maya, C., & Apiquián, R. (2020) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2020.100172 · Cited by 8
The Nexus Between VR Affordability, Cognition, and VR Addiction: A Gaming Perspective
Zhai, X., Wang, M., Zhou, R., Anwar, M., Saneinia, S., Ahmad, I., Li, M., & Asmi, F. (2020) · International Conference of the Immersive Learning Research Network (iLRN) · doi:10.23919/ilrn47897.2020.9155127 · Cited by 8
MoM An Effort to Comprising CBT in Digital Gaming
Tasnim, R. A., & Eishita, F. Z. (2020) · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health · doi:10.1109/segah49190.2020.9201621 · Cited by 8
Co-Op World: Adaptive computer game for supporting child psychotherapy
Alkalay, S., Dolev, A., Rozenshtein, C., & Sarne, D. (2020) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2020.100028 · Cited by 8
PvP: Profiling Versus Player! Exploiting Gaming Data for Player Recognition
Conti, M., & Tricomi, P. P. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-62974-8_22 · Cited by 9
Hobbs, L., Hartley, C., Bentley, S., Bibby, J., Bowden, L., Hartley, J., & Stevens, C. (2020) · Educational and Child Psychology · doi:10.53841/bpsecp.2020.37.4.81 · Cited by 7
Dynamics of Industrial Revolution 4.0: Digital Technology Transformation and Cultural Evolution
Wulandari, R., Resmadi, I., Haristianti, V., Aulia, R., Afif, R. T., Prahara, G. A., & Yeru, A. I. (2021) · Routledge eBooks · doi:10.1201/9781003193241 · Cited by 8
Applied Entertainment: Positive Uses of Entertainment Media
Goldstein, J. H. (2016) · Springer eBooks · doi:10.1007/978-981-4560-50-4_9 · Cited by 9
Laor, T. (2020) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2020-6 · Cited by 8
Szameitat, A. J., & Students, B. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.778966 · Cited by 10
Albaqami, R. (2022) · Open Journal of Modern Linguistics · doi:10.4236/ojml.2022.122019 · Cited by 11
The Contribution of Game-based learning: Children with Autism Spectrum Disorder and Dyscalculia
Pradiante, V. (2022) · European Conference on Games Based Learning · doi:10.34190/ecgbl.16.1.620 · Cited by 8
Eğitimin Vazgeçilmez Parçası Dijital Oyunlar: Lisansüstü Tezlere Ait Bir Sentez Çalışması
Arslan, K., & Coştu, F. (2022) · Buca eğitim fakültesi dergisi (Online)/Buca Eğitim Fakültesi dergisi · doi:10.53444/deubefd.1169883 · Cited by 8
López, S. A., Corno, F., & Russis, L. D. (2015) · doi:10.1145/2702613.2732802 · Cited by 8
Turning Data into People: Player Perspectives on Game Addiction
Nielsen, R. K. L. (2015) · doi:10.1109/itag.2015.17 · Cited by 8
Forero, C. G. S., & Sánchez, Á. T. (2017) · Análisis Político · doi:10.15446/anpol.v30n89.66216 · Cited by 8
Multimodality and Expressivity in Videogames
Zagalo, N. (2019) · Observatorio (OBS*) · doi:10.15847/obsobs13120191411 · Cited by 8
Learning Prosody in a Video Game-Based Learning Approach
Aguilar, L. (2019) · Multimodal Technologies and Interaction · doi:10.3390/mti3030051 · Cited by 7
Himmelmeier, R. M., Nouchi, R., Saito, T. I., Burin, D., Wiltfang, J., & Kawashima, R. (2019) · Frontiers in Aging Neuroscience · doi:10.3389/fnagi.2019.00260 · Cited by 8
Relatedness in gaming: the effect in-game touch has on player connection
Lew, V. K., Smith, J. K., Reuss, N., Zhang, X., Guliuzo, J. D., & Frederick, C. M. (2019) · SN Applied Sciences · doi:10.1007/s42452-019-1859-4 · Cited by 8
The A, B, Cs of Youth Technology Access: Promoting Effective Media Parenting
Gabrielli, J., & Tanski, S. E. (2020) · Clinical Pediatrics · doi:10.1177/0009922819901008 · Cited by 10
Vedechkina, M., & Borgonovi, F. (2020) · PsyArXiv (OSF Preprints) · doi:10.31234/osf.io/vjsuw · Cited by 8
Haruna, H. (2024) · Sexuality Research and Social Policy · doi:10.1007/s13178-024-00961-0 · Cited by 10
“Gamified learning platforms have been acknowledged to be a potential tool that improves critical thinking, problem-solving, collaborative learning, self-reporting, and creative skills, which, in turn, increase the potential for knowledge acquisition among students (Granic et al., 2014).”
Flynn, K. S., Li, L., Huang, C., Patel, R., Luttgen, K., Yang, S., & Chow, E. (2024) · Social and Emotional Learning Research Practice and Policy · doi:10.1016/j.sel.2024.100045 · Cited by 7
Parental and Student Time Use Around the Academic Year
Cowan, B., Jones, T. R., & Swigert, J. M. (2024) · Journal of Economic Behavior & Organization · doi:10.1016/j.jebo.2024.04.025 · Cited by 9
Tvrtković, S., & Ünal‐Aydın, P. (2024) · Behavioral Sciences · doi:10.3390/bs14121137 · Cited by 7
Prevalence and impact of Internet Gaming Disorder: A population-based study
Razum, J., & Tkalić, R. G. (2025) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2025-1-1 · Cited by 7
Zhang, L., Shao, Z., & Chen, B. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2488597 · Cited by 10
“For instance, in a video gameplay context, immersive shooter games enable faster and more accurate attention allocation (Granic et al., 2014), while focused attention is essential to build the state of flow (Agarwal & Karahanna, 2000; Mullins & Sabherwal, 2020).”
Bojić, L., Matthes, J., Samala, A. D., & Čabarkapa, M. (2025) · Information Communication & Society · doi:10.1080/1369118x.2025.2520005 · Cited by 20
“This issue is further exacerbated by immersive technologies like virtual reality, augmented reality, and live streaming platforms (Bridgstock et al., 2018; Granic et al., 2014).”
The Mental Health Status of Esports Athletes
Kegelaers, J. J., Maîresse, O., Ruysevelt, L. V., Trotter, M. G., Watson, M., Pedraza-Ramirez, I., Bonilla, I., Davis, P., Ragnarsson, J., & Heel, M. V. (2025) · Journal of Electronic Gaming and Esports · doi:10.1123/jege.2025-0017 · Cited by 9
Tang, D., Zhang, X., Ho, W.-K., Choi, S. M., Ye, Z., Campbell, M. J., & Sum, R. K. W. (2025) · Sports Medicine - Open · doi:10.1186/s40798-025-00970-2 · Cited by 9
“• This study supports the integration of physical training in esports, while emphasizing the need to explore neurophysiological mechanisms and optimize protocols across different gaming genres. potential for enhancing esports performance [17, 32, 33].”
Horban, O., & Maletska, M. (2018) · Skhid · doi:10.21847/1728-9343.2018.3(155).139675 · Cited by 7
da Silva, D. R. P., Werneck, A. O., Agostinete, R. R., et al. (2021) · Ciência & Saúde Coletiva · doi:10.1590/1413-812320212611.3.15912019 · Cited by 7
ZAHARIA, A. L., Dell'Angela, L., Sander, D., & Samson, A. C. (2022) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780198855903.013.9 · Cited by 8
GAMIFIKASI DALAM PEMBELAJARAN DI SEKOLAH DASAR
Legowo, Y. A. S. (2022) · JISPE Journal of Islamic Primary Education · doi:10.51875/jispe.v3i1.43 · Cited by 7
“Granic et al (2014) memberikan contoh penelitian dari Russoniello et al yang menunjukkan bahwa bermain video game puzzle — game dengan antarmuka minimal, komitmen jangka pendek, dan aksesibilitas tingkat tinggi dapat meningkatkan mood pemain, meningkatkan relaksasi, dan menangkal kecemasan.”
BackgroundGradi, N., Chopin, A., Bavelier, D., Shechner, T., & Pichon, S. (2024) · BMC Psychiatry · doi:10.1186/s12888-024-05515-7 · Cited by 12
“In the context of mental health, a growing body of findings highlight the benefits (i.e., cognitive, motivational, and emotional) video games may confer upon users [48, 67–71].”
BackgroundInfluentialImplementing play pedagogies within rural early childhood development centres: Practitioners’ views
Selepe, M. A., Mofokeng, M. M., & Ndlovu, B. N. (2024) · South African Journal of Childhood Education · doi:10.4102/sajce.v14i1.1387 · Cited by 13
“Considering that learners might develop their cognitive, social and emotional domains through dramatic and pretend play, Vygotsky restricted his conception of play to this kind of play (Granic, Lobel & Engels 2014).”
BackgroundDisentangling the Net of Needs Satisfaction and Gaming Disorder Symptoms in Adult Gamers
Stašek, A., Blinka, L., & Stavropoulos, V. (2024) · Computers in Human Behavior · doi:10.1016/j.chb.2024.108287 · Cited by 9
Xiao, H., Mao, J., Chen, J., Wei, J., He, J., & Nie, Y. (2024) · Journal of Adolescence · doi:10.1002/jad.12355 · Cited by 8
Kanellopoulos, A., & Giossos, Y. (2024) · European Journal of Social Sciences Studies · doi:10.46827/ejsss.v9i6.1699 · Cited by 7
“This dynamic constitutes a social play (Farquhar, 2019; Granic et al. , 2014), thus exemplifying the game's social significance.”
BackgroundImataka, G., Izumi, S., Miyamoto, Y., & Maehashi, A. (2024) · Journal of Clinical Medicine · doi:10.3390/jcm13175122 · Cited by 9
Rice, N., Guru, A., Keeler, C., et al. (2020) · ASEE Annual Conference & Exposition · doi:10.18260/1-2--30209 · Cited by 7
Agrawal, V., Duggirala, M., & Chanda, S. (2018) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3270316.3271532 · Cited by 7
Game Design Frameworks and Evaluating Techniques for Educational Games: A Review
Sasupilli, M., Bokil, P., & Punekar, R. M. (2019) · Smart innovation, systems and technologies · doi:10.1007/978-981-13-5974-3_24 · Cited by 9
Levy, L. M., & Gandy, M. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-23560-4_22 · Cited by 7
The effects of video gaming on visual selective attention
Matern, M. F., van der Westhuizen, A., & Mostert, S. N. (2019) · South African Journal of Psychology · doi:10.1177/0081246319871391 · Cited by 7
Traditional Games versus Digital Games: Which is superior?
Rahutami, R., Suryantoro, S., & Rohmadi, M. (2019) · International Conference on Local Wisdom (INCOLWIS) · doi:10.4108/eai.29-8-2019.2289124 · Cited by 10
A cross-sectional study of video game play habits and graduate skills attainment
Barr, M. (2020) · Research in Learning Technology · doi:10.25304/rlt.v28.2326 · Cited by 7
Yuniar, A. D., Fibrianto, A. S., Prabawangi, R. P., & Ananda, K. S. (2019) · Jurnal Praksis dan Dedikasi Sosial (JPDS) · doi:10.17977/um032v2i2p47-53 · Cited by 7
Ortega, F. Z., Medina-Medina, N., Vela, F. L. G., & Cuberos, R. C. (2020) · Sustainability · doi:10.3390/su12062283 · Cited by 7
Brain-Controlled Drone Racing Game: A Qualitative Analysis
Tezza, D., Caprio, D., García, S. A. R., et al. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-50164-8_25 · Cited by 7
Ammannato, G., & Chiesi, F. (2020) · European Journal of Psychological Assessment · doi:10.1027/1015-5759/a000608 · Cited by 8
Utilisation des jeux vidéo et des robots en psychothérapies. Une revue de la littérature
Tordo, F., Duris, O., & Labossière, C. (2021) · Neuropsychiatrie de l Enfance et de l Adolescence · doi:10.1016/j.neurenf.2021.09.003 · Cited by 7
Video Game Use, Aggression, and Social Impairment in Adolescents with Autism Spectrum Disorder
Davis, K., Iosif, A., Nordahl, C. W., Solomon, M., & Krug, M. K. (2022) · Journal of Autism and Developmental Disorders · doi:10.1007/s10803-022-05649-1 · Cited by 7
Psychomotor performance in video games
Horoszkiewicz, K., Horoszkiewicz, B., & Załęski, G. (2022) · Journal of Education Health and Sport · doi:10.12775/jehs.2022.12.07.067 · Cited by 8
Antequera, J. G., Barroso, J. A. A., & Domínguez, F. I. R. (2022) · Heliyon · doi:10.1016/j.heliyon.2022.e10316 · Cited by 7
Development of Virtual Classroom for Hybrid Live Teaching Mode
Soepriyanto, Y., Pratama, C. R., Kuswandi, D., Kurniawan, C., Oktaviani, H. I., & Nurfahrudianto, A. (2022) · doi:10.1109/icet56879.2022.9990710 · Cited by 7
“This has a positive effect on videogame players, especially on cooperation compared to the other way around [18], [19].”
BackgroundTHE DIGITAL GAMING REVOLUTION: AN ANALYSIS OF CURRENT TRENDS, ISSUES, AND FUTURE PROSPECTS
Sanjaya, K., Chandra, R., & JOSE, J. (2023) · doi:10.52783/rlj.v11i1.288 · Cited by 10
Skelly, T. A. M., Jensen, K. H., & Halkier, B. (2023) · Consumption and Society · doi:10.1332/plws2488 · Cited by 8
Evaluating Accessible Navigation for Blind People in Virtual Environments
Piçarra, M., Rodrigues, A., & Guerreiro, J. (2023) · Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3544549.3585813 · Cited by 7
Computer and Video Games in Mental Health
Mehra, I., Nasir, S., & Prakash, A. (2023) · Science Insights · doi:10.15354/si.23.re261 · Cited by 7
Morris, S., Farran, E. K., & Gilligan-Lee, K. A. (2023) · Journal of Intellectual Disabilities · doi:10.1177/17446295231176121 · Cited by 7
Psychosocial factors and changing patterns of prolonged online gaming in adolescents
Yoo, C. (2024) · Current Psychology · doi:10.1007/s12144-024-05667-5 · Cited by 6
“One of the positive outcomes related to youth games is that they can develop cognitive abilities (Granic et al., 2014).”
InfluentialLin, L., & Lin, D. (2024) · International Journal of Changes in Education · doi:10.47852/bonviewijce42022615 · Cited by 7
Gu, X.-X., Hassan, N. B. C., Sulaiman, T., Wei, Z., & Dong, J.-Y. (2024) · PLoS ONE · doi:10.1371/journal.pone.0313405 · Cited by 5
Metadata
- Authors
- Granic, I., Lobel, A., & Engels, R. C. M. E.
- Affiliations
- Radboud University Nijmegen (NL)
- Venue
- American Psychologist
- Published
- 2014-01
- Volume
- 69
- Issue
- 1
- Pages
- 66-78
- ISSN
- 0003-066X (ISSN-L)
- 1935-990X
- OpenAlex
- W2063077274
- Semantic Scholar
- 12f6500480290c0d8ca6933382478f82883cde88
- Cited by
- 2,456
- References
- 72
- Citations by year
- 2026: 181 · 2025: 245 · 2024: 240 · 2023: 277 · 2022: 225 · 2021: 229 · 2020: 206 · 2019: 239 · 2018: 168 · 2017: 154 · 2016: 120 · 2015: 118 · 2014: 51
- FWCI
- 298.40
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- American Psychologist (publishedVersion)
- PubMed (publishedVersion)
- Radboud Repository (Radboud University) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- video games, children and adolescents, cognitive benefits, motivation, emotional benefits, social benefits, mental health, psychosocial development, media psychology, positive psychology, game-based intervention
- MeSH terms
- Adolescent, Adolescent Behavior, Child, Child Behavior, Cognition, Emotions, Humans, Mental Health, Motivation, Social Behavior, Video Games
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