Action and role-playing videogames are most preferred and simulation and puzzle least preferred in both cultures, with culture-specific traditional game preferences¶
Claim · All claims
Evidence · 1 study · associationalr2·q2
Currency · newest study 2022 · not yet checked against its sources · not reviewed by a person · recheck by 2027: baselines and conditions change
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? In both cultures action and role-playing videogames were the most preferred and simulation and puzzle the least preferred genres; British children most preferred sports traditional games while Turkish children most preferred action traditional games. → Yılmaz 2022
Evidence¶
Yılmaz 2022¶
Yılmaz, E., Yel, S., & Griffiths, M. D. (2022). Comparison of children's social problem-solving skills who play videogames and traditional games: A cross-cultural study. Computers & Education. https://doi.org/10.1016/j.compedu.2022.104548
q2 · i? · associational · r2
Descriptive preference data from free-recall self-reports. British children most preferred action (65.5%), role-playing (61.6%) and sports (51%) videogames; for traditional games, British children most preferred sports games (50%) while Turkish children most preferred action games (45%).
"Turkish children indicated that their most preferred videogame genres were action games (47.8%), and role-playing games (39.2%), and their least preferred videogame genres were simulation games (15.7%) and puzzle games (16.8%)."
Discussion¶
Related Claims¶
- British children spend more daily time on videogames while Turkish children spend more on traditional games — related
- Action, strategy-intelligence, role-playing and sport traditional game genres positively predict social problem-solving scores — related
- Action-adventure videogames negatively predict social problem-solving scores while simulation, puzzle, serious and educational videogames predict positively — related
- Simulation games were the most-used game type for educational assessment (N = 7, 33%), followed by immersive (N = 6, 29%) and video games (N = 5, 24%) — related
- Boys in both Turkish and British samples spend more time playing videogames than girls — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
game-genre-preferences-cross-cultural-patterns |
title |
Action and role-playing videogames are most preferred and simulation and puzzle least preferred in both cultures, with culture-specific traditional game preferences |
description |
Action and role-playing videogames are most preferred and simulation and puzzle least preferred in both cultures, with culture-specific traditional game preferences |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2022 |
recheck_by |
2027 |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — yılmaz-2022 |
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