The study aimed to reveal whether box games can be used to improve attention and creativity in gifted and talented 5th and 6th-grade students. The research was carried out by the experimental design with the pretest-posttest-matched control group. In the research, the study was performed with 5th and 6th-grade gifted and talented students. 20 (11 boys, 9 girls) students were in the experimental group and 20 (12 boys, 8 girls) students in the control group among the study group. Convenience sampling method, which is one of the purposeful sampling types, was chosen by considering the proximity and accessibility in the determination of the sample. Divergent Thinking Exercise and d2 attention tests were used as measurement tools. The box games selected for the students in the experimental group were played four hours (two hours in the institution, two hours at home) in a week for four weeks and were not played in the control group. The data obtained were analyzed with the multi-factor analysis of variance (MANOVA for Repeated Measures) using the SPSS 22 statistics software. At the end of the research, it was revealed that the box games used in the study improved the students' attention and creativity. Accordingly, it can be said that the box games played with gifted and talented students positively affect students' attention and creativity. Hence, it can be suggested that the box games used in this study may be used for improving students' attention and creativity. The use of these games for improving students' attention and creativity can also be investigated for the students with normal ability level.