2015
DOI: 10.1111/ecin.12197
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Media and Human Capital Development: Can Video Game Playing Make You Smarter?

Abstract: According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend tim… Show more

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Cited by 37 publications
(24 citation statements)
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“…The following hypotheses were partially confirmed: h 1 (importance of the game with eccentricity, attention seeking, distrust, isolation and criticism avoidance), h 2 (longer playing time with intellectual level), h 6 (live RPG with eccentricity and grandiosity), and h 8 (frequency of meetings with people to play with emotional awareness, joy, less distortion, and lower isolation). When analyzing the correlations, we found associations between the mentioned psychological characteristics and the preference for specific games, such as already observed in previous studies (Anderson et al, 2010;Chory & Goodboy, 2011;Engelhardt et al, 2011;Feng et al, 2007;Hasan et al, 2013;Herodotou et al, 2011;Peever et al, 2012;Suziedelyte, 2015). Thus, as predicted in the hypotheses, to assign more importance to the act of playing, we found an association between eccentric behaviors higher frequency, mistrust regarding others' intentions, and avoidance of criticism.…”
Section: Discussionsupporting
confidence: 84%
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“…The following hypotheses were partially confirmed: h 1 (importance of the game with eccentricity, attention seeking, distrust, isolation and criticism avoidance), h 2 (longer playing time with intellectual level), h 6 (live RPG with eccentricity and grandiosity), and h 8 (frequency of meetings with people to play with emotional awareness, joy, less distortion, and lower isolation). When analyzing the correlations, we found associations between the mentioned psychological characteristics and the preference for specific games, such as already observed in previous studies (Anderson et al, 2010;Chory & Goodboy, 2011;Engelhardt et al, 2011;Feng et al, 2007;Hasan et al, 2013;Herodotou et al, 2011;Peever et al, 2012;Suziedelyte, 2015). Thus, as predicted in the hypotheses, to assign more importance to the act of playing, we found an association between eccentric behaviors higher frequency, mistrust regarding others' intentions, and avoidance of criticism.…”
Section: Discussionsupporting
confidence: 84%
“…There were no significant correlations between the two measures of reasoning nor with the perception of emotions, which at first seemed to contradict previous studies on cognitive development related to playing frequency (Feng et al, 2007;Kühn et al, 2014;McDermott et al, 2014;Suziedelyte, 2015). However, by examining the correlations with the preference for reasoning games, these have proved to be significant.…”
Section: Discussioncontrasting
confidence: 82%
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“…There is widespread concern that students who play video games excessively are less willing to spend the time needed on academic study (Cummings & Vandewater, 2007). Thus, play can displace schoolwork, resulting in lower academic reading performance (e.g., Cummings & Vandewater, 2007;Suziedelyte, 2015;Weis & Cerankosky, 2010). There is research to support this fear.…”
Section: Video Games and Literacymentioning
confidence: 99%
“…Further examples of the application of the MIS method to linear models are, among others, the works of Austin (1978), Kadyrzhanova and Rhodes-Kropf (2011), Suziedelyte (2015) and Cai and Pettenella (2013).…”
Section: The Mis In Linear Modelsmentioning
confidence: 99%