An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
By Elizabeth A. Boyle, Thomas Hainey, T. Connolly, G. Gray, J. Earp, Michela Ott, Theodore Lim, M. Ninaus, C. Ribeiro, J. Pereira. Comput. Educ., 2016
1,003 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/3d0e86320eb4a7f80d29749810038528b075d269
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In Developmental and Educational Psychology
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Citations in the corpus
- Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019, background): “Meta-analyses have suggested that these interventions could significantly enhance learning among school students [49], adult workforce trainees [50], and mixed-age groups with regard to cognitive and attitudinal outcomes [51,52] and knowledge acquisition [53].”
- What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2017, background): “This channeling may preclude them from a range of affective, behavioral, perceptual, cognitive, and physiological benefits (Boyle et al., 2016). Indeed, some research suggests women might benefit more than men do from playing video games. Feng, Spence, and Pratt (2007) found that the gender gap in s”
- Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016, methodology): “Furthermore, using games as a vehicle to deliver cognitive training may also be advantageous simply because video games appear to have positive effects on a number of outcomes, including working memory, attentional capacity, problem solving, motivation, emotional control, and prosocial behaviors [6]”