• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

不仅仅是娱乐和游戏:战略视频游戏、自我报告的解决问题的技能与学业成绩之间的纵向关系。

More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades.

机构信息

Department of Psychology, Brock University, St. Catharines, Ontario, Canada.

出版信息

J Youth Adolesc. 2013 Jul;42(7):1041-52. doi: 10.1007/s10964-013-9913-9. Epub 2013 Jan 24.

DOI:10.1007/s10964-013-9913-9
PMID:23344653
Abstract

Some researchers have proposed that video games possess good learning principles and may promote problem solving skills. Empirical research regarding this relationship, however, is limited. The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem solving skills among a sample of 1,492 adolescents (50.8 % female), over the four high school years. The results showed that more strategic video game play predicted higher self-reported problem solving skills over time than less strategic video game play. In addition, the results showed support for an indirect association between strategic video game play and academic grades, in that strategic video game play predicted higher self-reported problem solving skills, and, in turn, higher self-reported problem solving skills predicted higher academic grades. The novel findings that strategic video games promote self-reported problem solving skills and indirectly predict academic grades are important considering that millions of adolescents play video games every day.

摘要

一些研究人员提出,视频游戏具有良好的学习原则,并可能促进解决问题的能力。然而,关于这种关系的实证研究是有限的。本研究的目的是检验在 1492 名青少年(50.8%为女性)样本中,战略视频游戏(即角色扮演和策略游戏)是否会预测自我报告的解决问题的技能,这是跨越四个高中年的。结果表明,与较少的战略视频游戏相比,更多的战略视频游戏随着时间的推移预测了更高的自我报告的解决问题的技能。此外,结果还支持战略视频游戏与学业成绩之间的间接关联,即战略视频游戏预测了更高的自我报告的解决问题的技能,而反过来,更高的自我报告的解决问题的技能又预测了更高的学业成绩。考虑到每天有上百万的青少年玩视频游戏,战略视频游戏促进自我报告的解决问题的技能和间接预测学业成绩的这一新颖发现是很重要的。

相似文献

1
More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades.不仅仅是娱乐和游戏:战略视频游戏、自我报告的解决问题的技能与学业成绩之间的纵向关系。
J Youth Adolesc. 2013 Jul;42(7):1041-52. doi: 10.1007/s10964-013-9913-9. Epub 2013 Jan 24.
2
Demolishing the competition: the longitudinal link between competitive video games, competitive gambling, and aggression.摧毁竞争:竞争性电子游戏、竞争性赌博和攻击行为之间的纵向联系。
J Youth Adolesc. 2013 Jul;42(7):1090-104. doi: 10.1007/s10964-013-9952-2. Epub 2013 Apr 18.
3
[Negative perceptions of the risks associated with gaming in young adolescents: An exploratory study to help thinking about a prevention program].[青少年对游戏相关风险的负面认知:一项有助于思考预防计划的探索性研究]
Arch Pediatr. 2017 Jul;24(7):607-617. doi: 10.1016/j.arcped.2017.04.006. Epub 2017 Jun 7.
4
Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?玩体育类电子游戏能否预测大龄青少年和刚成年的年轻人在数年内会更多地参与现实生活中的体育运动?
J Youth Adolesc. 2016 Feb;45(2):391-401. doi: 10.1007/s10964-015-0312-2. Epub 2015 Jun 2.
5
Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.视频游戏所有权对男童学业和行为功能的影响:一项随机对照研究。
Psychol Sci. 2010 Apr;21(4):463-70. doi: 10.1177/0956797610362670. Epub 2010 Feb 18.
6
Correlates of video games playing among adolescents in an Islamic country.伊斯兰国家青少年玩视频游戏的相关因素。
BMC Public Health. 2010 May 27;10:286. doi: 10.1186/1471-2458-10-286.
7
Association of video gaming with some risky behaviors of secondary school adolescents in Abha, Southwestern Saudi Arabia.沙特阿拉伯西南部阿卜哈市电子游戏与中学青少年一些危险行为的关联
J Egypt Public Health Assoc. 2017 Mar 1;92(1):18-28. doi: 10.21608/epx.2017.7006.
8
Problem video game playing is related to emotional distress in adolescents.过度玩视频游戏与青少年的情绪困扰有关。
Adicciones. 2017 Jun 28;29(3):180-185. doi: 10.20882/adicciones.745.
9
A longitudinal study of the association between violent video game play and aggression among adolescents.一项关于青少年玩暴力视频游戏与攻击性之间关联的纵向研究。
Dev Psychol. 2012 Jul;48(4):1044-57. doi: 10.1037/a0026046. Epub 2011 Oct 31.
10
Video game play and anxiety during late adolescence: The moderating effects of gender and social context.青少年晚期玩电子游戏与焦虑:性别和社会环境的调节作用。
J Affect Disord. 2018 Jan 15;226:216-219. doi: 10.1016/j.jad.2017.10.009. Epub 2017 Oct 2.

引用本文的文献

1
What's About Adolescent Online Gamers' Mental Health? Psychological and Cortisol-Stress-System Outcomes in Childhood and Adolescence: A Prospective Longitudinal Case-Control Study.青少年在线游戏玩家的心理健康状况如何?童年和青少年时期的心理及皮质醇-应激系统结果:一项前瞻性纵向病例对照研究。
Health Sci Rep. 2025 Aug 20;8(8):e71135. doi: 10.1002/hsr2.71135. eCollection 2025 Aug.
2
Rewiring Young Minds: Investigating the Cognitive Effects of Video Games on Learning and Their Potential as Digital Therapeutics for Mental Well-Being.重塑年轻思维:探究电子游戏对学习的认知影响及其作为心理健康数字疗法的潜力。
Cureus. 2025 Jul 7;17(7):e87414. doi: 10.7759/cureus.87414. eCollection 2025 Jul.
3

本文引用的文献

1
A longitudinal study of the association between violent video game play and aggression among adolescents.一项关于青少年玩暴力视频游戏与攻击性之间关联的纵向研究。
Dev Psychol. 2012 Jul;48(4):1044-57. doi: 10.1037/a0026046. Epub 2011 Oct 31.
2
Do action video games improve perception and cognition?玩动作视频游戏可以提高感知和认知能力吗?
Front Psychol. 2011 Sep 13;2:226. doi: 10.3389/fpsyg.2011.00226. eCollection 2011.
3
The influence of television and video game use on attention and school problems: a multivariate analysis with other risk factors controlled.
Competitiveness versus cooperativeness linked to leisure activities in young university students in Spain.
西班牙青年大学生休闲活动中的竞争与合作
BMC Psychol. 2025 Jul 31;13(1):852. doi: 10.1186/s40359-025-03190-1.
4
Achievement Motivation and Performance in Wargames: Creativity as a Mediator.兵棋推演中的成就动机与表现:创造力作为中介变量
Behav Sci (Basel). 2025 Apr 21;15(4):557. doi: 10.3390/bs15040557.
5
The impact of video game playing on Chinese adolescents' academic achievement: Evidence from a moderated multi-mediation model.视频游戏对中国青少年学业成绩的影响:一个有调节的多重中介模型的证据。
PLoS One. 2024 Nov 19;19(11):e0313405. doi: 10.1371/journal.pone.0313405. eCollection 2024.
6
Exploring the association between online gaming addiction and academic performance among the school-going adolescents in Bangladesh: A cross-sectional study.探索孟加拉国在校青少年网络游戏成瘾与学业成绩之间的关联:一项横断面研究。
Health Sci Rep. 2024 Aug 29;7(9):e70043. doi: 10.1002/hsr2.70043. eCollection 2024 Sep.
7
Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS.一款针对患有注意力缺陷多动障碍的青少年的组织培训电子游戏的可接受性和可玩性:ATHEMOS的开发
PLOS Digit Health. 2023 Nov 13;2(11):e0000374. doi: 10.1371/journal.pdig.0000374. eCollection 2023 Nov.
8
Positive effects of online games on the growth of college students: A qualitative study from China.网络游戏对大学生成长的积极影响:一项来自中国的定性研究。
Front Psychol. 2023 Feb 24;14:1008211. doi: 10.3389/fpsyg.2023.1008211. eCollection 2023.
9
Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers.互联网与电子游戏:儿童及青少年行为障碍的成因
Children (Basel). 2022 Dec 31;10(1):86. doi: 10.3390/children10010086.
10
Assessment of human expertise and movement kinematics in first-person shooter games.第一人称射击游戏中人类专业技能与运动运动学评估。
Front Hum Neurosci. 2022 Nov 29;16:979293. doi: 10.3389/fnhum.2022.979293. eCollection 2022.
电视和视频游戏使用对注意力和学校问题的影响:控制其他风险因素的多变量分析。
J Psychiatr Res. 2011 Jun;45(6):808-13. doi: 10.1016/j.jpsychires.2010.11.010. Epub 2010 Dec 7.
4
Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.视频游戏所有权对男童学业和行为功能的影响:一项随机对照研究。
Psychol Sci. 2010 Apr;21(4):463-70. doi: 10.1177/0956797610362670. Epub 2010 Feb 18.
5
Much ado about nothing: the misestimation and overinterpretation of violent video game effects in eastern and western nations: comment on Anderson et al. (2010).无事生非:东西方国家对暴力视频游戏效果的错误估计和过度解读:评 Anderson 等人(2010 年)。
Psychol Bull. 2010 Mar;136(2):174-8; discussion 182-7. doi: 10.1037/a0018566.
6
Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.暴力视频游戏对东西方国家的攻击行为、同理心和亲社会行为的影响:一项元分析综述。
Psychol Bull. 2010 Mar;136(2):151-73. doi: 10.1037/a0018251.
7
Effects of prosocial video games on prosocial behavior.亲社会视频游戏对亲社会行为的影响。
J Pers Soc Psychol. 2010 Feb;98(2):211-21. doi: 10.1037/a0016997.
8
Children and video games: addiction, engagement, and scholastic achievement.儿童与电子游戏:成瘾、参与度及学业成绩
Cyberpsychol Behav. 2009 Oct;12(5):567-72. doi: 10.1089/cpb.2009.0079.
9
Pathological video-game use among youth ages 8 to 18: a national study.8至18岁青少年病理性游戏行为的全国性研究。
Psychol Sci. 2009 May;20(5):594-602. doi: 10.1111/j.1467-9280.2009.02340.x.
10
New approaches to studying problem behaviors: a comparison of methods for modeling longitudinal, categorical adolescent drinking data.研究问题行为的新方法:纵向分类青少年饮酒数据建模方法的比较
Dev Psychol. 2009 May;45(3):652-76. doi: 10.1037/a0014851.