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
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Items 801–900 of 1,001
Leveling Up Your Game: The Use of Video Games as a Therapeutic Modality
LaFleur, L. B., Hebert, Z. J., & Dupuy, A. S. (2017) · Journal of Creativity in Mental Health · doi:10.1080/15401383.2017.1328293 · Cited by 10
Can Commercial Games Function as Intelligence Tests? A Pilot Study
Lim, J., & Furnham, A. F. (2018) · The Computer Games Journal · doi:10.1007/s40869-018-0053-z · Cited by 10
An Innovated Design of Escape Room Game Box Through Integrating STEAM Education and PBL Principle
Ma, J.-P., Chuang, M.-H., & Lin, R. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-92252-2_6 · Cited by 11
Audiogames: Accessibility and Inclusion in Digital Entertainment
Nesteriuk, S. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-91397-1_28 · Cited by 11
Sakkal, A., & Martin, L. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.10.007 · Cited by 13
Vázquez, F. L., Torres, Á., Otero, P., Blanco, V., López, L., García-Casal, A., & Arrojo, M. (2019) · Trials · doi:10.1186/s13063-019-3859-5 · Cited by 11
Designing Video Games for Nutrition Education: A Participatory Approach
Leong, C. S.-F., Liesaputra, V., Morrison, C., Parameswaran, P., Grace, D., Healey, D. M., Ware, L., Palmer, O., Goddard, E., & Houghton, L. A. (2021) · Journal of Nutrition Education and Behavior · doi:10.1016/j.jneb.2021.07.001 · Cited by 11
Psychometric Assessment of the Motives for Online Gaming Questionnaire Among Iranian Gamers
Hamzehzadeh, M., Sangchooli, A., Farnam, R., Rafiemanesh, H., Shadloo, B., Ghani, K., Jobehdar, M. M., Amin‐Esmaeili, M., Rahimi, J., Demetrovics, Z., et al. (2022) · Psychiatry Investigation · doi:10.30773/pi.2021.0185 · Cited by 10
David, D., Stroian, P., Predatu, R., & Maffei, A. (2022) · Personality and Individual Differences · doi:10.1016/j.paid.2022.111725 · Cited by 9
“A number of studies document children's and adolescents' preference for video games and the emotional, social and intellectual con-notations of such activities in their lives (Granic, Lobel, & Engels, 2014; Olson, 2010).”
Game Mechanics Used for Achieving Better Results of Massive Online Courses
Lisitsyna, L. S., Pershin, A. A., & Kazakov, M. A. (2015) · Smart innovation, systems and technologies · doi:10.1007/978-3-319-19875-0_17 · Cited by 11
Bacon Brains : Video Games for Teaching the Science of Addiction
Epstein, J. B., Noel, J. G., Finnegan, M. K., & Watkins, K. (2016) · Journal of Child & Adolescent Substance Abuse · doi:10.1080/1067828x.2015.1103348 · Cited by 11
Khan, S., & Peña, J. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.02.024 · Cited by 14
Use of video games to enhance construction management education
Shanbari, H. A., & Issa, R. (2014) · International Journal of Construction Management · doi:10.1080/15623599.2017.1423166 · Cited by 14
Helping Parents Make Sense of Video Game Addiction
Nielsen, R. K. L., & Kardefelt‐Winther, D. (2018) · Springer eBooks · doi:10.1007/978-3-319-95495-0_5 · Cited by 11
Mills, D. J. (2019) · Leisure Studies · doi:10.1080/02614367.2019.1633682 · Cited by 11
Effectiveness of a Brief Group Intervention Program for Young Adults with Gaming-Related Problems
Männikkö, N., Mustonen, T., Tanner, N., Vähänikkilä, H., & Kääriäinen, M. (2022) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-021-00559-2 · Cited by 10
Prevalence of video gaming disorder in Saudi Arabia: a school-based national study
Alfaleh, A., Alzaher, A. A., Alkattan, A., Alabdulkareem, K. I., & Ibrahim, M. H. (2024) · Journal of the Egyptian Public Health Association · doi:10.1186/s42506-024-00165-9 · Cited by 9
“Our results regarding game categories played by students with GD are in line with Granic et al. study, which showed that stimulatory, sports, online, and multiple-mode games are commonly played by adolescents with GD and may predict violence among them [3].”
BackgroundResultYou Are Tilted!: Leveraging Tabletop Gaming to Manage Tilt and Strengthen Team Dynamics in Esports
Cho, Y., Newman, M., Pitt, C. R., Yip, J. C., & Lee, J. H. (2024) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3677116 · Cited by 10
“Granic et al. [19] addressed psychological safety as a key advantage of the game in its virtual setting, offering players the opportunity to engage repeatedly without the fear of real-world consequences.”
BackgroundAlwhaibi, R. M., Alotaibi, M. S., Almutairi, S. F., Alkhudhayr, J. E., Alanazi, R. F., Al Jamil, H. F., & Aygun, Y. (2024) · Sustainability · doi:10.3390/su16209104 · Cited by 11
Carpita, B., Nardi, B., Giovannoni, F., Parri, F., Cerofolini, G., Bonelli, C., Amatori, G., Massimetti, G., Cremone, I. M., Pini, S., et al. (2024) · CNS Spectrums · doi:10.1017/s1092852924002335 · Cited by 10
Liu, H., Qiao, X., & Shi, X. (2025) · Psychology Research and Behavior Management · doi:10.2147/prbm.s488974 · Cited by 12
Parental Behaviors and Video Game Addiction in Adolescents: A Systematic Review
Rosales-Navarro, C., & Pérez, I. T. (2025) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-025-01473-7 · Cited by 11
Effect of using digital resources on mathematics achievement: Results from PISA 2022
Joshi, D. R., Chapai, K. P. S., Upadhayaya, P. R., Adhikari, K. P., & Belbase, S. (2025) · Cogent Education · doi:10.1080/2331186x.2025.2488161 · Cited by 23
“Video games now offer more immersive, engaging educational experiences (Hanus & Fox, 2015) and positively impact cognitive, motivational, emotional, and social development (Granic et al., 2014).”
Using Frankenstein-themed science activities for science ethics education: An exploratory study
Mawasi, A., Nagy, P., Finn, E., & Wylie, R. (2021) · Journal of Moral Education · doi:10.1080/03057240.2020.1865140 · Cited by 13
“Leveraging the interactive and immersive characteristics of digital games, various scholars have advocated the idea that they should be used as educational tools to motivate students and facilitate their problem-solving skills (e.g., Gee, 2003, 2017; Granic et al., 2014; Squire, 2008).”
BackgroundUnderstanding the “social” nature of digital games
Kaye, L. K. (2021) · Entertainment Computing · doi:10.1016/j.entcom.2021.100420 · Cited by 10
Playing videogames is associated with reduced awareness of bodily sensations
Swinkels, L. M. J., Veling, H., & van Schie, H. T. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106953 · Cited by 9
Pandemic rhythms: Adults’ gaming in Finland during the spring 2020 COVID-19 restrictions
Meriläinen, M. (2022) · Convergence The International Journal of Research into New Media Technologies · doi:10.1177/13548565221077582 · Cited by 13
“In contrast, attention has also been given to the beneficial impacts of gaming (Granic et al., 2014).”
BackgroundA Native Video Gamer's Journey Toward Multi-literacy Development: A Narrative Inquiry
Ebadi, S., & Ahmadi, R. (2022) · Journal of Language Identity & Education · doi:10.1080/15348458.2022.2029450 · Cited by 11
“As such, players may solve problems using a trial-and-error process, recursively collecting evidence through experimentation, and finally assess diverse options (Granic et al., 2014).”
Crafting minds and communities with Minecraft
Riordan, B. C., & Scarf, D. (2016) · F1000Research · doi:10.12688/f1000research.9625.1 · Cited by 9
Clements, T., Atterby, J., Cleary, T. J., Dearden, R. P., & Rossi, V. (2022) · Geoscience Communication · doi:10.5194/gc-5-289-2022 · Cited by 17
“Despite the dated perception that video games are nothing more than a trivial time sink, evidence suggests that video games can have positive benefits for the cognition, motivation, and social skills of players (e.g. Granic et al., 2014).”
BackgroundShe, Y., Yang, Z., Xu, L., & Li, L. (2022) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2022.1026625 · Cited by 9
“However, a balanced perspective should be adopted along with the program since normal Internet adolescent’s users or adolescents under no VVGE or lowlevel VVGE categories were negatively associated with school bullying behaviors, which indicated the possible benefits of game playing (27).”
BackgroundAbbasi, A. Z., Khan, M. K., Naeem, F., Albashrawi, M. A., Ting, D. H., & Kumar, S. (2023) · Current Psychology · doi:10.1007/s12144-022-04222-4 · Cited by 10
“Video games provide a leisure activity that enhances the individual’s overall well-being and mental health by reducing emotional disturbance, stress reduction, better emotional regulation, and greater life satisfaction (Granic et al., 2014;”
BackgroundInternet gaming addiction – a bibliometric review
Gupta, K., Kumar, C., Deshpande, A., Mittal, A., Chopade, P., & Raut, R. (2023) · Information Discovery and Delivery · doi:10.1108/idd-10-2022-0101 · Cited by 13
Aburime, S. (2022) · The Journal of Fandom Studies · doi:10.1386/jfs_00060_1 · Cited by 9
Belousov, A., Ojell-Järventausta, T., Bujić, M., Macey, J., & Hamari, J. (2023) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3573382.3616100 · Cited by 10
“enrich mental well-being and expand creativity and perspectives mediated by play [33].”
BackgroundDu, W.-Q., Fan, Z.-Y., Li, D., & Wu, M.-Y. (2024) · Psychology Research and Behavior Management · doi:10.2147/prbm.s449353 · Cited by 12
“The Internet has potential benefits for their learning, physical and mental health, and social life, 4,5 as well as potential risks to adolescents’ mental health status.”
BackgroundZioga, T., Nega, C., Ρούσσος, Π., & Kourtesis, P. (2024) · European Journal of Investigation in Health Psychology and Education · doi:10.3390/ejihpe14030048 · Cited by 18
“In countries like the U.S.A., the prevalence of gaming in children and adolescents is even higher, with most dedicating at least one hour to playing video games daily [12].”
BackgroundLiang, Y., Ke, Y., & Liu, Y. (2024) · PLoS ONE · doi:10.1371/journal.pone.0304693 · Cited by 11
Digital and video games in health promotion: Systematic review of games and health behavior
Haaranen, A., Rissanen, T., Laatikainen, T. K., & Kauhanen, J. (2014) · Finnish Journal of eHealth and eWelfare · Cited by 10
Tichon, J., & Tornqvist, D. (2016) · Advances in psychology, mental health, and behavioral studies (APMHBS) book series · doi:10.4018/978-1-4666-9986-1.ch011 · Cited by 12
Exercising library and information literacies through alternate reality gaming
Jerrett, A., Bothma, T., & Beer, D. (2017) · Aslib Journal of Information Management · doi:10.1108/ajim-11-2016-0185 · Cited by 11
PLMan: a game-based learning activity for teaching logic thinking and programming
Gallego-Durán, F. J., Arnedo, C.-J. V., Largo, F. L., & Molina-Carmona, R. (2017) · LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas) · Cited by 10
Digital Media Use by Young Children
Wartella, E. A., Lovato, S. B., Pila, S., Lauricella, A. R., Echevarria, R., Evans, J. M., & Hightower, B. (2018) · Elsevier eBooks · doi:10.1016/b978-0-323-54854-0.00016-3 · Cited by 15
Are Electronic Games Health Hazards or Health Promoters?
Olson, C. K. (2015) · Routledge eBooks · doi:10.4324/9781315736495-3 · Cited by 10
Games and Learning: Potential and Limitations from the Players’ Point of View
Persico, D., Passarelli, M., Dagnino, F. M., Manganello, F., Earp, J., & Pozzi, F. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-11548-7_13 · Cited by 11
Technical drawing course, video games, gender, and type of school on spatial ability
Ogunkola, B. J., & Knight, C. (2019) · The Journal of Educational Research · doi:10.1080/00220671.2019.1592092 · Cited by 10
Hassan, L., & Thibault, M. (2019) · Gaming media and social effects · doi:10.1007/978-981-13-9765-3_4 · Cited by 10
Kyriakou, G., & Glentis, A. (2019) · International Journal of Pediatrics and Adolescent Medicine · doi:10.1016/j.ijpam.2019.09.002 · Cited by 10
Videojuegos prosociales como espacio transicional lúdico para la paz: el caso de Reconstrucción
Martínez-Cano, F.-J., Albeza, R. C., & Nicolás, B. I. (2019) · Revista Latina de Comunicación Social · doi:10.4185/rlcs-2019-1394 · Cited by 10
Students’ perceptions about the use the videogames in secondary education
Díaz, V. M., Requena, B. E. S., & Pérez, M. L. (2020) · Education and Information Technologies · doi:10.1007/s10639-020-10122-6 · Cited by 10
Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children?
Liu, X., Huang, H., Yu, K., et al. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-50164-8_22 · Cited by 10
Online Game, Addiction and Learning Achievement of Senior High School Students in Jakarta
Anggraeni, L. D., & Wihardja, H. (2020) · IJDS Indonesian Journal of Disability Studies · doi:10.21776/ub.ijds.2020.007.02.03 · Cited by 10
“Granic et al (2014), a Cite this as: Lina Dewi Anggraeni, Hany Wihardja.”
BackgroundMiller, C. R., Jackson, E., Lee, B., et al. (2020) · Journal of Education in Perioperative Medicine · doi:10.46374/volxxii-issue4-schiavi · Cited by 9
Designing immersive affective environments with biofeedback
Li, Y., Elmaghraby, A. S., & Sokhadze, E. M. (2015) · International Conference on Computer Games · doi:10.1109/cgames.2015.7272965 · Cited by 10
Lemos, I. L., Conti, M. A., & Sougey, É. B. (2015) · Jornal Brasileiro de Psiquiatria · doi:10.1590/0047-2085000000051 · Cited by 10
Mindfulness as an Opportunity to Narrow the Grey Digital Divide
Bercovitz, K. E., & Pagnini, F. (2016) · Advances in psychology, mental health, and behavioral studies (APMHBS) book series · doi:10.4018/978-1-4666-9986-1.ch009 · Cited by 10
Using Serious Games to (Re)Train Cognition in Adolescents
Boendermaker, W. J., Peeters, M., Prins, P. J. M., & Wiers, R. W. H. J. (2017) · Springer eBooks · doi:10.1007/978-3-319-51645-5_14 · Cited by 12
Medienkompetenz messen: Die Entwicklung des Medienprofis-Tests in der Schweiz
Hermida, M., Hielscher, M., & Petko, D. (2017) · MedienPädagogik Zeitschrift für Theorie und Praxis der Medienbildung · doi:10.21240/mpaed/00/2017.06.02.x · Cited by 14
El-Sattar, H. K. H. A. (2017) · International Conference on Computer Graphics, Imaging and Visualization (CGIV) · doi:10.1109/cgiv.2017.31 · Cited by 10
Gamberini, L., Gamberini, L., Spagnolli, A., Jacucci, G., Blankertz, B., & Freeman, J. (2017) · Lecture notes in computer science · doi:10.1007/978-3-319-57753-1 · Cited by 11
Mejía-Suazo, C. J., Landa–Blanco, M., Mejía-Suazo, G. A., & Martínez, C. A. M. (2021) · doi:10.31234/osf.io/dp659 · Cited by 10
In‐session gaming as a tool in treating adolescent problematic gaming
Nielsen, P., Rigter, H., Weber, N., et al. (2022) · Family Process · doi:10.1111/famp.12846 · Cited by 10
Yu, Y., Fong, V. W. I., Li, J., Zhang, J., & Lau, J. T. F. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107965 · Cited by 9
Mestre‐Bach, G., & Potenza, M. N. (2023) · The Canadian Journal of Addiction · doi:10.1097/cxa.0000000000000178 · Cited by 10
Wang, L., Li, J., Jia, F., Lian, L., & Li, L. (2024) · Children · doi:10.3390/children11020138 · Cited by 15
“Serious games are scientific, multimodal, narrative, and exploratory [2] and some have been shown to positively affect cognition, motivation, emotion, and socialization [3].”
BackgroundBradt, L., Vermote, B., Zaman, B., Vansteenkiste, M., de Casteele, M. V., & Soenens, B. (2024) · Interacting with Computers · doi:10.1093/iwc/iwae020 · Cited by 11
Abdallat, M., Al-Sanouri, M., Al-Salaymeh, S., Al-Zoubi, M. O., Barakat, T., Badwan, A., Alzubi, A., & Murshidi, R. (2024) · Clinical Practice and Epidemiology in Mental Health · doi:10.2174/0117450179310269240820042452 · Cited by 9
Video Games, Violence Justification and Child-to-Parent Violence
Junco-Guerrero, M., Ruiz-Fernández, A., & Cantón-Cortés, D. (2024) · Journal of Child and Family Studies · doi:10.1007/s10826-024-02864-5 · Cited by 9
“This fi nding is consistent with other authors who have identi fi ed a correlation between video game use and positive effects on mental health (Granic et al., 2014).”
Older people in the world of esport: a qualitative study
Esnard, C., Haza, M., & Grangeiro, R. D. R. (2024) · Frontiers in Psychology · doi:10.3389/fpsyg.2024.1460966 · Cited by 10
“According to Granic et al. (2014), the context of video games can lead to the control and modulation of negative emotions.”
BackgroundFlayelle, M., Andronicos, M., King, D. L., & Billieux, J. (2025) · Addictive Behaviors Reports · doi:10.1016/j.abrep.2025.100609 · Cited by 9
“For most people, playing video games is associated with a range of benefits — from relaxation and enjoyment to fulfilment of needs related to social belonging or autonomy (Granic et al., 2014; Halbrook et al., 2019).”
How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies
Ran, Z., Li, X., Xiao, Q., Fan, X., Li, F. M., Wang, Y., & Lu, Z. (2025) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3714205 · Cited by 11
“Video games can promote social interaction, enhance emotional well-being, and increase feelings of social closeness [39].”
Kopcha, T. J., Otumfuor, B. A., & Wang, L. (2015) · Journal of Research on Technology in Education · doi:10.1080/15391523.2015.967536 · Cited by 10
Friends and Console-Gaming Aggression: The Role of Friendship Quality, Anger, and Revenge Planning
Wright, M. F. (2017) · Games and Culture · doi:10.1177/1555412017720554 · Cited by 12
Technology in Education: Attitudes Towards using Technology in Nutrition Education
Sindi, A., Stanfield, J., & Sheikh, A. (2021) · International Journal of Advanced Computer Science and Applications · doi:10.14569/ijacsa.2021.0120208 · Cited by 11
Engaging youth in the design of prescription opioid safety education for schools
Abraham, O., Szela, L., Brasel, K., & Hoernke, M. (2021) · Journal of the American Pharmacists Association · doi:10.1016/j.japh.2021.10.016 · Cited by 9
The influence of trust and commitment on free-to-play gamers co-creation intentions
Alimamy, S., Shin, D., & Nadeem, W. (2022) · Behaviour and Information Technology · doi:10.1080/0144929x.2022.2105745 · Cited by 9
D’Errico, F., Cicirelli, P. G., Papapicco, C., & Scardigno, R. (2022) · Multimodal Technologies and Interaction · doi:10.3390/mti6100093 · Cited by 9
Player-avatar similarity and game experience: game efficacy, game enjoyment, and immersion
Paleczna, M., Buczkowicz, P., & Szmigielska, B. (2022) · Polish Psychological Bulletin · doi:10.24425/ppb.2022.141867 · Cited by 9
“However, in recent years, apart from focusing on the advantages of playing computer games (Granic, Lobel and Engels, 2014), psychologists have started to analyze them in a more neutral manner as a widespread and global phenomenon which concerns each and every age group, including increasingly young…”
BackgroundBoldi, A., & Rapp, A. (2023) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2023.103141 · Cited by 9
Video games and Facebook addiction among Tunisian adolescents: prevalence and associated factors
Amara, A., Omri, N., Limam, M., Bannour, R., Mellouli, M., Ghardallou, M. E., Zedini, C., Sahli, J., & Mtiraoui, A. (2024) · International Journal of Adolescent Medicine and Health · doi:10.1515/ijamh-2023-0171 · Cited by 9
Rustad, M. B., Parsanoglou, D., Symeonaki, M., et al. (2024) · Springer eBooks · doi:10.1007/978-3-031-46929-9_10 · Cited by 9
The Effect of Virtual Training on Speed and Accuracy of Decision Making in Sport
Sanger, M. A., Buns, M. T., & Thomas, K. T. (2019) · Journal of Human Kinetics · doi:10.2478/hukin-2019-0041 · Cited by 9
ELEKTRONİK SPORLAR: REKREASYONEL ETKİNLİK PERSPEKTİFTEN DEĞERLENDİRİLMESİ
Yayla, Ö., & Güven, Y. (2020) · Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi · doi:10.16953/deusosbil.546080 · Cited by 9
Faria, D. R., Bird, J. J., Daquana, C., et al. (2020) · International Journal of Information and Education Technology · doi:10.18178/ijiet.2020.10.9.1437 · Cited by 9
Connolly, C., Hijón‐Neira, R., & Iruela, M. G. (2021) · International Journal of Computer Science Education in Schools · doi:10.21585/ijcses.v4i4.98 · Cited by 12
The Influence of Action Video Games on Attentional Functions Across Visual and Auditory Modalities
Wu, X., Jiang, Y., Jiang, Y., Chen, G., Chen, Y., & Bai, X. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.611778 · Cited by 9
“, 2018), the benefits of action video games (AVGs) on attention are one of the emerging fields for understanding their impact on child development (Granic et al., 2014), and researchers have further suggested that AVGs can influence mental health and education (Li and Tsai, 2013; Bavelier and Green, 2019).”
BackgroundReza, R. M., & Mulawarman, M. (2021) · Counsenesia Indonesian Journal Of Guidance and Counseling · doi:10.36728/cijgc.v2i1.1432 · Cited by 9
A Development of Game-Based Learning in Virtual Reality for Fire Safety Training in Thailand
Satapanasatien, K., Phuawiriyakul, T., & Moodleah, S. (2021) · International Joint Conference on Computer Science and Software Engineering · doi:10.1109/jcsse53117.2021.9493836 · Cited by 9
Running Away with the Pokémon Go Gang: Three Consumption Needs
Laor, T. (2021) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2021.2002041 · Cited by 9
“Moreover, games constitute an “alternative universe” in which players can improve their social skills (Granic et al., 2014).”
BackgroundInnovative Play-Based Strategies for Teletherapy
Bolton, C. A., Thompson, H., Spring, J. A., & Frick, M. H. (2021) · Journal of Creativity in Mental Health · doi:10.1080/15401383.2021.2011814 · Cited by 11
“Though the role of video games on the development and wellbeing of youth has been highly contested over the years, video gaming is a common form of entertainment for children and adolescents (Granic et al., 2014; McFarlane et al., 2002).”
BackgroundIntegrating Educational Games into College English Learning
Li, M., Zhang, Q., & Yu, Z. (2021) · Education Research International · doi:10.1155/2021/6403034 · Cited by 10
“indicated that joyful experiences from playing video games could improve cognitive abilities and emotional and social problem solving [21].”
BackgroundInfluentialÇoban, M., & Göktaş, Y. (2022) · E-Learning and Digital Media · doi:10.1177/20427530221107761 · Cited by 14
“In this context, some researchers use the “chocolate-covered broccoli” metaphor to define educational games (Granic et al., 2014).”
BackgroundYoung, A., & Wiedenfeld, G. (2022) · Journal of Broadcasting & Electronic Media · doi:10.1080/08838151.2022.2086549 · Cited by 19
“Our result agrees with Granic et al. (2014), who found that multiplayer games actively promoted players’”
ResultYour Favorite Gameplay Speaks Volumes About You: Predicting User Behavior and Hexad Type
Mogavi, R. H., Deng, C., Hoffman, J., Haq, E.-U., Gujar, S., Bucchiarone, A., & Hui, P. (2023) · Lecture notes in computer science · doi:10.1007/978-3-031-35979-8_17 · Cited by 9
Cybersocial Connectedness: A Survey of Perceived Benefits and Disadvantages of Social Media Use
Belangee, S. E., Bluvshtein, M., & Haugen, D. (2015) · The Journal of Individual Psychology · doi:10.1353/jip.2015.0011 · Cited by 9
Li, X., Cheng, X., Li, J., Pan, Y., Hu, Y., & Ku, Y. (2015) · Frontiers in Psychology · doi:10.3389/fpsyg.2015.00843 · Cited by 9
Playable One-Switch Video Games for Children with Severe Motor Disabilities Based on GNomon
López, S. A., Corno, F., & Russis, L. D. (2015) · Intelligent Technologies for Interactive Entertainment · doi:10.4108/icst.intetain.2015.259620 · Cited by 9
Game-based learning: creating a multidisciplinary community of inquiry
Spires, H. A., & Lester, J. C. (2016) · On the Horizon The International Journal of Learning Futures · doi:10.1108/oth-08-2015-0052 · Cited by 9
Using videogames to treat childhood obesity
Druzhinenko-Silhan, D., Podolskiy, A. I., Podolskiy, O. A., & Schmoll, P. (2014) · Psychology in Russia State of Art · doi:10.11621/pir.2014.0405 · Cited by 9
Emotions Detection Through the Analysis of Physiological Information During Video Games Fruition
Granato, M., Gadia, D., Maggiorini, D., & Ripamonti, L. A. (2017) · Lecture notes in computer science · doi:10.1007/978-3-319-71940-5_18 · Cited by 9
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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