Exploring the Relationship Between Video Game Engagement and Creative Thinking in Academic Environments: Cross-Sectional Study
Open accessAbstract
This study explores the relationship between video game engagement and creative thinking among university students in an academic setting. Utilizing a descriptive cross-sectional qualitative approach, semi-structured interviews were conducted with 40 university students aged 17–25 years, from various academic disciplines. The sample, predominantly female (57.5%) and aged 22 years (27.5%), provided diverse perspectives on the impact of video games on their academic and creative capabilities. The thematic analysis of the interviews revealed significant insights into how video games may enhance creative problem-solving skills and overall creative thinking in an educational context. The study found that a high percentage of participants (47.5%) had a grade point average (GPA) of 4.0, suggesting a potential link between academic performance and video gaming habits. The results highlight the need for further research into specific game genres and their distinct influences on creativity among different demographics. This study contributes to the growing body of literature on the cognitive benefits of video games and their potential to foster creative skills in higher education environments.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
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?
Students who play video games with engaging, difficult in-game tasks may hone creative and critical thinking skills that are potentially transferable to academic and professional contexts.
“Similarly, another study found that students who play video games with engaging, difficult in-game tasks may hone their creative and critical thinking skills, potentially transferable to academic and professional contexts [41].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [41]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
Using thematic analysis in psychology
Braun, V., & Clarke, V. (2006) · Qualitative Research in Psychology · doi:10.1191/1478088706qp063oa · Cited by 194,414 · see citing works
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402 · see citing works
Guest, G., MacQueen, K., & Namey, E. (2012) · doi:10.4135/9781483384436 · Cited by 7,924 · see citing works
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890 · see citing works
The benefits of playing video games.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) · American Psychologist · doi:10.1037/a0034857 · Cited by 2,456 · see citing works
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, C. A., & Dill, K. E. (2000) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.78.4.772 · Cited by 1,778 · see citing works
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, C. A., & Dill, K. E. (2000) · Journal of Personality and Social Psychology · doi:10.1037//0022-3514.78.4.772 · Cited by 1,778 · see citing works
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2015.07.045 · Cited by 1,713 · see citing works
Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011) · Pediatrics · doi:10.1542/peds.2010-1353 · Cited by 1,314 · see citing works
The effects of video game playing on attention, memory, and executive control
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008) · Acta Psychologica · doi:10.1016/j.actpsy.2008.09.005 · Cited by 994 · see citing works
Enjoyment: At the Heart of Media Entertainment
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004) · Communication Theory · doi:10.1111/j.1468-2885.2004.tb00321.x · Cited by 982 · see citing works
Clothing and Embodiment: Men Managing Body Image and Appearance.
Frith, H., & Gleeson, K. (2004) · Psychology of Men & Masculinity · doi:10.1037/1524-9220.5.1.40 · Cited by 595 · see citing works
Creative and Critical Thinking Skills in Problem-based Learning Environments
Soyadı, B. B. Y. (2015) · Journal of Gifted Education and Creativity · doi:10.18200/jgedc.2015214253 · Cited by 483 · see citing works
Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan
Wan, C., & Chiou, W. (2006) · CyberPsychology & Behavior · doi:10.1089/cpb.2006.9.762 · Cited by 422 · see citing works
The SAGE Dictionary of Qualitative Inquiry
Schwandt, T. A. (2015) · Sage eBooks · doi:10.4135/9781483398969 · Cited by 377 · see citing works
The educational benefits of videogames
Griffiths (2002) · Nottingham Trent University's Institutional Repository (Nottingham Trent Repository) · Cited by 337 · see citing works
Adachi, P. J. C., & Willoughby, T. (2013) · Journal of Youth and Adolescence · doi:10.1007/s10964-013-9913-9 · Cited by 328 · see citing works
The educational benefits of videogames
Griffiths, M. D. (2016) · Nottingham Trent University's Institutional Repository (Nottingham Trent Repository) · Cited by 179 · see citing works
Jackson, L. A., von Eye, A., Witt, E. A., Zhao, Y., & Fitzgerald, H. E. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2010.08.001 · Cited by 172 · see citing works
De Grove, F., Cauberghe, V., & Van Looy, J. (2016) · Media Psychology · doi:10.1080/15213269.2014.902318 · Cited by 98 · see citing works
Blumberg, F. C., Deater-Deckard, K., Calvert, S. L., Flynn, R. M., Green, C. S., Arnold, D., & Brooks, P. J. (2019) · Child Policy Nexus · doi:10.1002/sop2.3 · Cited by 96 · see citing works
Shieh, C.-J., Hu, R., & Wu, Y. (2016) · Eurasia Journal of Mathematics Science and Technology Education · doi:10.12973/eurasia.2016.1226a · Cited by 93 · see citing works
Effects of action video game play on cognitive skills: A meta-analysis.
Bediou, B., Rodgers, M. A., Tipton, E., Mayer, R. E., Green, C. S., & Bavelier, D. (2023) · Technology Mind and Behavior · doi:10.1037/tmb0000102 · Cited by 90 · see citing works
Video Games can Increase Creativity, but with Caveats
Blanco‐Herrera, J. A., Gentile, D. A., & Rokkum, J. N. (2019) · Creativity Research Journal · doi:10.1080/10400419.2019.1594524 · Cited by 79 · see citing works
Affective impact of navigational and signaling aids to e-learning
Sung, E., & Mayer, R. E. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2011.10.019 · Cited by 55 · see citing works
Przybylski, A. K., & Mishkin, A. (2015) · Psychology of Popular Media Culture · doi:10.1037/ppm0000070 · Cited by 44 · see citing works
The impact of video games on Students’ educational outcomes
Adžić, S., Al-Mansour, J., Naqvi, H., & Stambolić, S. (2021) · Entertainment Computing · doi:10.1016/j.entcom.2021.100412 · Cited by 42 · see citing works
Team Building Through Team Video Games: Randomized Controlled Trial
Keith, M. J., Dean, D. L., Gaskin, J. E., & Anderson, G. (2021) · JMIR Serious Games · doi:10.2196/28896 · Cited by 22 · see citing works
Games at work: Examining a model of team effectiveness in an interdependent gaming task
Luu, S., & Narayan, A. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.08.025 · Cited by 17 · see citing works
Fabio, R. A., Ingrassia, M., & Massa, M. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph19010078 · Cited by 14 · see citing works
Maraza-Quispe, B., Torres-Loayza, J. L., Reymer-Morales, G. T., et al. (2023) · IEEE Revista Iberoamericana de Tecnologias del Aprendizaje · doi:10.1109/rita.2023.3327066 · Cited by 7 · see citing works
Fostering Students' Creativity through Video Game Development
López, X., & Fabricatore, C. (2012) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt.2012.123 · Cited by 4 · see citing works
Torres-Loayza, J. L., Reymer-Morales, G. T., & Maraza-Quispe, B. (2023) · International Journal of Advanced Computer Science and Applications · doi:10.14569/ijacsa.2023.0140861 · Cited by 4 · see citing works
Flagged first, then by citations
Research works printed but not linked: 7
- Jackson, L.A.; Games, A.I. Chapter 1 Video Games and Creativity; Green, G., Kaufman, J.C., Eds.; Academic Press: Cambridge, MA, USA, 2015.
- Mason, J. Qualitative Researching, 2nd ed.; Cromwell Press: Trowbridge, UK, 2002.
- Seidman, I. Interviewing as Qualitative Research: A Guide for Researchers in Education and the Social Sciences, 3rd ed.; Teacher College Press: New York, NY, USA, 2006; ISBN 13 978-0-8077-4666-0.
- Harding, S., Ed.; Indiana University Press: Bloomington, IN, USA, 1987; pp. 1-14.
- Juul, J. The Gameful World: Approaches, Issues, Applications; MIT Press: Cambridge, MA, USA, 2013.
- Lopez, G.; Fabricatore, C. The Impact of Video Game Creation on Young Learners' Creativity. Int. J. Game-Based Learn. 2012, 2, 31-42.
- Dindar, M.; Mutlu-Bayraktar, D. How Does Digital Game-Based Learning Affect Students' Academic Achievement? A Meta- Analysis. Educ. Technol. Res. Dev. 2021, 69, 2561-2584.
Cited by
Sorted by citations
Koçak, O., Kovan, A., Alkhulayfi, A. M. A., Alshehri, N. A., Demirdöven, M., & Yıldırım, M. (2025) · BMC Psychology · doi:10.1186/s40359-025-02892-w · Cited by 7 · see citing works
The impact of STEM-EfSD games on enhancing students’ creative thinking and environmental literacy
Winarto, W., Rosada, D., Wibowo, W. S., Rahayu, D. P., Pradana, P. W., & Shidiq, G. A. (2025) · European Journal of STEM Education · doi:10.20897/ejsteme/17354 · Cited by 5 · see citing works
Tongal, A., Yıldırım, F. S., Özkara, Y., Say, S., & Erdoğan, Ş. (2024) · Sustainability · doi:10.3390/su16229839 · Cited by 4 · see citing works
The Role of Multiplayer Online Educational Games in Enhancing Critical Thinking
Hatta, N. M., Ahmad, I., Zakaria, M. H., Murti, H. A. S., & Pendit, U. C. (2024) · IJORER International Journal of Recent Educational Research · doi:10.46245/ijorer.v5i6.713 · Cited by 2 · see citing works
Health Benefits of Video Games in Adolescents and Young Adults
Nagata, J. M., Nayak, S., Choi, W., Potes, C., Heuer, A., Memon, Z., Talebloo, J., Li, E. J., Bao, K., Helmer, C. K., et al. (2026) · Current Pediatrics Reports · doi:10.1007/s40124-026-00376-y · Cited by 1 · see citing works
张文莉, Sijie, S., Gao, W., & Chen, P. (2025) · BMC Psychology · doi:10.1186/s40359-025-03619-7 · Cited by 1 · see citing works
Impact of Video Games on Problem-Solving and Logical Reasoning Abilities among Youth
Kaushik, A., & Bhau, S. (2025) · Journal of Advance Research in Science and Social Science · doi:10.46523/jarssc.08.01.03
Frade, A. T., & Iglesias, M. L. (2026) · Anàlisi · doi:10.5565/rev/analisi.3862
Saengpanya, W., & Upasen, R. (2026) · PLoS ONE · doi:10.1371/journal.pone.0350193
Factors affecting student engagement in PE and its impact on holistic student outcomes
Pilobello, B. B. I., Onera, M. D., Umali, M. G. L., & Marasigan, R. H. (2026) · International Journal of Research Studies in Education · doi:10.5861/ijrse.2026.26835
Challenges and Ethical Considerations in Gamified and Cognitive Learning in Cybersecurity Education
Sindiramutty, S. R., & Jhanjhi, N. Z. (2026) · IGI Global eBooks · doi:10.4018/979-8-3373-6581-7.ch003
- Authors
- Alwhaibi, R. M., Alotaibi, M. S., Almutairi, S. F., Alkhudhayr, J. E., Alanazi, R. F., Al Jamil, H. F., & Aygun, Y.
- Affiliations
- Princess Nourah bint Abdulrahman University (SA)
- Department of Rehabilitation Sciences, College of Health and Rehabilitation Sciences, Princess Nourah Bint Abdulrahman University, P.O. Box 84428, Riyadh 11671, Saudi Arabia
- Department of Sport Management, Faculty of Sport Sciences, Inonu University, 44280 Malatya, Türkiye
- ORCID
- Venue
- Sustainability
- Publisher
- MDPI AG
- Published
- 2024-10-21
- Volume
- 16
- Issue
- 20
- Pages
- 9104
- ISSN
- 2071-1050 (ISSN-L)
- OpenAlex
- W4403599788
- Cited by
- 11
- References
- 29
- Citations by year
- 2026: 5 · 2025: 4 · 2024: 2
- FWCI
- 8.65
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Sustainability (publishedVersion, cc-by)
- SSRN Electronic Journal (acceptedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- Funders
- Princess Nourah bint Abdulrahman University, Researchers Supporting Project (PNURSP2024R117)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Creativity in Education and Neuroscience
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- video games, game engagement, creative thinking, university students, academic performance, creative problem solving, higher education, game genres
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review