2014
DOI: 10.1037/a0034857
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The benefits of playing video games.

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Cited by 1,779 publications
(1,308 citation statements)
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References 65 publications
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“…While this finding echoes what previous studies (Granic, Lobel, & Engels, 2014) found about the effect of GBL on students' cognitive performances, it left an unanswered question about the impact of GBL on students in AP physics course. In his reflection paper, the participating teacher of that class offered an explanation to this issue.…”
Section: Discussion and Implementationcontrasting
confidence: 37%
See 1 more Smart Citation
“…While this finding echoes what previous studies (Granic, Lobel, & Engels, 2014) found about the effect of GBL on students' cognitive performances, it left an unanswered question about the impact of GBL on students in AP physics course. In his reflection paper, the participating teacher of that class offered an explanation to this issue.…”
Section: Discussion and Implementationcontrasting
confidence: 37%
“…A study done in Ireland, by Killian Forde and Catherine Kenny in 2013, indicated that kids who played multi-player games online were more likely to have a positive attitude toward people from another country. Taking a broader perspective by summarizing the research on the benefits of playing video games, Granic, Lobel and Engels (2014) In summary, there was a limited body of literature about the impact of GBL on students' performances, especially in term of academic performances. This is one of the most concerns that stakeholders such as educational administrators and legislators have when discussing the use of GBL in classroom because different from other learning approaches, GLB requires intensive and extensive investments in both software and hardware.…”
Section: Impact Of Gbl On Students' Performances and Teachers' Percepmentioning
confidence: 99%
“…The vast majority of sport-related research on the effects of inactive leisure activities, such as internet games, has been focused on the negative impact. Several researchers contended that well developed and guided inactive leisure activities may also have the potential to enhance mental health and well-being in adolescents (Granic, Lobel, & Engels, 2014; Park, 2014b). Most of the participants responded that they enjoy chatting with friends.…”
Section: Resultsmentioning
confidence: 99%
“…That is, in games learning is active, experiential, situated, problem-based and provides immediate feedback to the player (Boyle, There are promising findings related to the positive effects of computer games (Granic, Lobel, & Engels, 2014). In a systematic literature review of 129 studies it is concluded that playing computer games had perceptual, cognitive, behavioral, affective and motivational impacts and outcomes.…”
Section: Computer Games and History Educationmentioning
confidence: 99%