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CIST Student Sandbox

IST 605: Educational Benefits of Video Games

A launchpad for research on video games in the context of education and development.

Introducing: Sources

Below you'll find a handful of sources from different types of mediums. Consider these as beginning sources to give you a head start as you search for more. Make sure to check out the annotations, they're there to help you determine whether or not a source is a good fit for your research!

Video Games. (2023). Gale Opposing Viewpoints Online Collection. Gale. 

http://link.gale.com/apps/doc/PC3010999329/OVIC?u=albanyu&sid=bookmark-OVIC&xid=4cb99f22

Part of the Gale Opposing Viewpoints Online Collection, this short article provides a concise overview of the video game industry, including its history, economic impact, and social implications. It takes a balanced approached by highlighting both the benefits that video games can offer, such as improved cognition, reflexes, and stress relief, as well as concerns about drawbacks, which include instances of cultural toxicity within gaming subculture, accessibility issues within the industry, and desensitization to violence. Whether you’re exploring this topic through a positive or negative lens, this article will help generate ideas for areas of further exploration in your research.

 

Camuñas-García, D., Cáceres-Reche, M.P., Cambil-Hernández, M.E., & Lorenzo-Martín, M.E. 

(2024). Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games. 

Education Sciences, 14(4), 396. https://doi.org/10.3390/educsci14040396

From the Education Sciences journal, the authors of this article explore video games as tools for cultural heritage education. Because consideration of gaming as an educational tool is still so new, the field is just emerging and research is limited – this study delves deeply into the subject using a framework that can help shape the way we think about gamification of education. This can be a helpful tool for contextualizing your own research into this topic as you contribute to the growing scholarly communication around it.

 

Granic, I., Lobel, A., & Rutger, E. (2014). The Benefits of Playing Video Games. 

American Psychologist, 69(1), 66-78. https://www.proquest.com/scholarly-journals/benefits-playing-video-games/docview/1492508455/se-2?accountid=14166

From the American Psychologist journal, this source provides a comprehensive overview of the positive impacts of video games, addressing their cognitive, motivational, emotional, and social benefits. In the article, the authors argue for a balanced perspective in the study of video games, emphasizing their potential to foster real-world psychosocial benefits, and highlight how video games have evolved into complex, diverse, and socially interactive experiences - far from the stereotypes traditionally portrayed by media. 

 

Martinez, L., Gimenes, M., & Lambert, E. (2023). Video games and board games: Effects of playing practice

on cognition. PLoS ONE, 18(3). https://doi.org/10.1371/journal.pone.0283654

This study investigates the cognitive effects of playing video games and board games, analyzing data from 496 experiment participants. The findings reveal a significant relationship between video games and cognitive functions such as mental flexibility, visual working memory, and visuospatial processing, though they did not find any significant link between board games and these same functions, suggesting video games have a unique impact on the brain. The article is valuable as a source of empirical evidence on how video games contribute to cognitive development.

 

Wang, LH., Chen, B., Hwang, GJ., Guan, JQ., & Wang, YQ. (2022). Effects of digital game-

based STEM education on students’ learning achievement: a meta-analysis. International Journal of STEM

Education, 9(26). https://doi.org/10.1186/s40594-022-00344-0

The authors of this article, published in the International Journal of STEM Education, conduct a meta-analysis that examines 33 studies of the impact digital game-based learning (DGBL) has on STEM Education and identifies key factors that influence the effectiveness of DGBL. For STEM majors, and even non-STEM majors, who have an interest in exploring the topic, this source provides strong empirical evidence that supports the use and value of video games as a tool in education.

Graham Russell, & British Broadcasting Corporation (Producers), & Russell, G. (Director).

(2015). Are Video Games Really that Bad? [Video/DVD] BBC Worldwide.

https://video.alexanderstreet.com/watch/should-you-really-play-video-games

This documentary discusses studies that quantify the positive and negative behavioral, physiological, and neurobiological impacts of video games, particularly violent video games, on players, and investigates the link between types of video games and their effects on emotion. In addition to violence, it also touches on issues such as addiction, aggression, and negative social biases around gaming. It also looks at industry practices, exploring how games are designed to maintain player engagement. The documentary, less than an hour in length, is an interesting and easy watch, and a rich source of balanced information for your own research purposes.