Action, strategy-intelligence, role-playing and sport traditional game genres positively predict social problem-solving scores¶
Claim · All claims
Evidence · 1 study · associationalr2·q2
Currency · newest study 2022 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
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q2 i? Traditional game genres of action (β=.236), strategy-intelligent (β=.173), role-playing (β=.148) and sports (β=.135) significantly and positively predicted children's SPSIC scores. → 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
Multiple regression with traditional game genres predicting SPSIC scores (R=.344, p<.001, R2=.118) in the combined Turkish and British sample; the four named genres were significant positive predictors.
"the traditional game genres of action games (β=.236, SE=.388, p<.001), strategy-intelligent games (β=.17 3, SE=.56 9, p<.001), role -playing games (β=.14 8, SE=.891, p<.01), and sports games (β=.135, SE=.326, p<.01) also predicted children’s SPSIC scores significantly and positively."
Discussion¶
Related Claims¶
- Action and role-playing videogames are most preferred and simulation and puzzle least preferred in both cultures, with culture-specific traditional game preferences — related
- Action-adventure videogames negatively predict social problem-solving scores while simulation, puzzle, serious and educational videogames predict positively — related
- Students in Playworks schools reported better behavior and attention in class after sports, games, and play — related
- British children spend more daily time on videogames while Turkish children spend more on traditional games — related
- Teaching Games for Understanding improves tactical decision-making more than traditional physical education instruction. — related
- Girls' social problem-solving scores exceed boys' overall and in the Turkish sample but not in the British sample — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
traditional-game-genres-positive-spsic-predictors |
title |
Action, strategy-intelligence, role-playing and sport traditional game genres positively predict social problem-solving scores |
description |
Action, strategy-intelligence, role-playing and sport traditional game genres positively predict social problem-solving scores |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2022 |
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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