Action-adventure videogames negatively predict social problem-solving scores while simulation, puzzle, serious and educational videogames predict positively¶
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
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 multiple regression, action-adventure videogames negatively predicted SPSIC scores (β=-.191, p<.001), while simulation (β=.153), puzzle (β=.114), serious (β=.145) and educational (β=.126) videogames positively predicted 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 on the 523-child sample: videogame genres by scenario related to SPSIC (R=.293, p<.001) and genres by primary production purpose (R=.222, p<.001). The article also reports serious (β=.145) and educational (β=.126) purposes predicted SPSIC significantly and positively.
"the SPSIC scores of the children were negatively predicted by action-adventure videogames (β= -.191, SE=.732, p<.001) and positively by simulation videogames (β=.1 53, SE=1.115, p<.001) and puzzle videogames (β=.1 14, SE=1.2 57, p<.01)."
Discussion¶
Related Claims¶
- Action, strategy-intelligence, role-playing and sport traditional game genres positively predict social problem-solving scores — related
- Action and role-playing videogames are most preferred and simulation and puzzle least preferred in both cultures, with culture-specific traditional game preferences — related
- British children spend more daily time on videogames while Turkish children spend more on traditional games — related
- Boys in both Turkish and British samples spend more time playing videogames than girls — related
- Casual games yield social and emotional benefits when sought for those purposes, played mindfully, and used within robust social contexts, but negative effects in other contexts — 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 |
videogame-genre-spsic-regression-predictors |
title |
Action-adventure videogames negatively predict social problem-solving scores while simulation, puzzle, serious and educational videogames predict positively |
description |
Action-adventure videogames negatively predict social problem-solving scores while simulation, puzzle, serious and educational videogames predict positively |
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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