Cited by 11Educational Games and GamificationCreativity in Education and NeuroscienceDigital Games and Media

Exploring the Relationship Between Video Game Engagement and Creative Thinking in Academic Environments: Cross-Sectional Study

Open access
Alwhaibi, Reem M., Alotaibi, Manar S., Almutairi, Sara F., Alkhudhayr, Juri E., Alanazi, Reema F., Al Jamil, Haya F., Aygun, Yalin·2024·Sustainability

Abstract

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.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.3390/su16209104

Cites

30 of 33 references verified0 citation errors · 3 not checkable

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.

A few free checks a day · papers already verified open instantly · results are public

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].”

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

Flagged first, then by citations

Research works printed but not linked: 7

  1. Jackson, L.A.; Games, A.I. Chapter 1 Video Games and Creativity; Green, G., Kaufman, J.C., Eds.; Academic Press: Cambridge, MA, USA, 2015.
  2. Mason, J. Qualitative Researching, 2nd ed.; Cromwell Press: Trowbridge, UK, 2002.
  3. 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.
  4. Harding, S., Ed.; Indiana University Press: Bloomington, IN, USA, 1987; pp. 1-14.
  5. Juul, J. The Gameful World: Approaches, Issues, Applications; MIT Press: Cambridge, MA, USA, 2013.
  6. Lopez, G.; Fabricatore, C. The Impact of Video Game Creation on Young Learners' Creativity. Int. J. Game-Based Learn. 2012, 2, 31-42.
  7. 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

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
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
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