The benefits of playing video games.
By Isabela Granic, Adam Lobel, Rutger C. M. E. Engels. American Psychologist, 2014
2,255 citations recorded by the source corpus.
Subfields: Education, Experimental and Cognitive Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/12f6500480290c0d8ca6933382478f82883cde88
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Mark D. Griffiths
- Zsolt Demetrovics
- W. Keith Campbell
- Jean M. Twenge
- Orsolya Király
- Juho Hamari
- Nannan Xi
- Andrew K. Przybylski
In Experimental and Cognitive Psychology
- W. Keith Campbell
- Jean M. Twenge
- Juho Hamari
- Nannan Xi
- Mark D. Griffiths
- Andrew K. Przybylski
- Hiromitsu Morita
- Zsolt Demetrovics
In Sociology and Political Science
- Mark D. Griffiths
- Zsolt Demetrovics
- Nannan Xi
- Jean M. Twenge
- Juho Hamari
- W. Keith Campbell
- Orsolya Király
- Róbert Urbán
Citations in the corpus
- Beyond Screen Time: Identity Development in the Digital Age (2020, background): “For those motivated by challenge, frustration, and mastery, daily experiences with these digital training regimens seem to build a “growth mindset” (Dweck & Molden, 2005; see Granic et al., 2014 for review), essentially a mindset that has agency and redemption at its core.”
- Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills (2018, neutral): “…et al., 2011; Bavelier, Green, Pouget, & Schrater, 2012; Bisoglio et al., 2014; Boot et al., 2011; Boot & Simons, 2012; Boot, Simons, et al., 2013; Granic, Lobel, & Engels, 2014; Green & Bavelier, 2012; Kristjansson, 2013; Latham, Patston, & Tippett, 2013; Oei & Patterson, 2014; Spence & Feng,…”
- Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study (2017, background): “…and more accurate attention allocation (Granic et al. 2014) and increased problem-solving skills (Prensky 2012), as well associal skill enhancement including learning social skills or prosocial behaviour (Ng & Wiemer-Hastings 2005; Gentile et al. 2009; Ewoldsen et al. 2012; Granic et al. 2014).”
- Internet Gaming Disorder (2018, positive): “Many games are designed to motivate play through a combination of variable reward schedules, instant feedback rewards, enveloping narratives, a sense of personal development, social opportunities, and social costs [19].”
- A Large-Scale Test of the Goldilocks Hypothesis (2017, background): “These benefits may include avenues for communication, creativity, and development (Granic, Lobel, & Engels, 2014).”
- Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport” (2017, background): “Granic, Lobel, and Engels (2014), conclude that, in adolescents, “ speci fi c types of video games seem to enhance a suite of cognitive functions ” (p. 70), including enhanced creativity, problem-solving skills, and/ or spatial skills, depending on the type of video game being played.”
- Associations between screen time and lower psychological well-being among children and adolescents: Evidence from a population-based study (2018, background): “, 2013), while others find null effects or even benefits with greater screen time (Granic et al., 2014; Odgers, 2018; Przybylski and Weinstein, 2018; Valkenburg and Peter, 2009).”
- Does gamification affect brand engagement and equity? A study in online brand communities (2020, positive): “At the same time, games have become to be considered a pinnacle of engaging interactions without extrinsic or utilitarian reasons (Granic, Lobel, & Engels, 2014; Hamari & Keronen, 2017; Mallon & Lynch, 2014; Malone, 1981; Ryan, Rigby, & Przybylski, 2006) sometimes even to the degree of addiction…”
- Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study (2018, background): “In line with this, Granic et al. (2014) proposed that the social contexts of online games means that gamers are learning social skills which are transferable to their relationships outside of the gaming environment.”