A systematic literature review of empirical evidence on computer games and serious games

被引:1621
作者
Connolly, Thomas M. [1 ]
Boyle, Elizabeth A. [1 ]
MacArthur, Ewan [1 ]
Hainey, Thomas [1 ]
Boyle, James M. [2 ]
机构
[1] Univ W Scotland, Paisley PA1 2BE, Renfrew, Scotland
[2] Univ Strathclyde, Glasgow, Lanark, Scotland
关键词
Computer games; Serious games; Learning; Skill enhancement; Engagement; VIDEO GAME; GENDER-DIFFERENCES; ONLINE GAMES; ADOLESCENTS; PERFORMANCE; RESPONSES; NOVICES; DISPLAY; IMPACT; MEMORY;
D O I
10.1016/j.compedu.2012.03.004
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area. (C) 2012 Published by Elsevier Ltd.
引用
收藏
页码:661 / 686
页数:26
相关论文
共 70 条
[1]  
Akkerman S., 2008, COMPUT EDUC, V52, P449
[2]   A study of time management: The correlation between video game usage and academic performance markers [J].
Anand, Vivek .
CYBERPSYCHOLOGY & BEHAVIOR, 2007, 10 (04) :552-559
[3]  
Assmann J. J., 2009, P 42 INT C SYST SCI, P1, DOI DOI 10.1109/HICSS.2009.490
[4]   Designing for self-efficacy in a game based simulator: An experimental study and its implications for serious games design [J].
Backlund, Per ;
Engstrom, Henrik ;
Johannesson, Mikael ;
Lebram, Mikael ;
Sjoden, Bjorn .
VIS 2008: INTERNATIONAL CONFERENCE VISUALISATION, PROCEEDINGS: VISUALISATION IN BUILT AND RURAL ENVIRONMENTS, 2008, :106-+
[5]   Aggressive and non-violent videogames: short-term psychological and cardiovascular effects on habitual players [J].
Baldaro, B ;
Tuozzi, G ;
Codispoti, M ;
Montebarocci, O ;
Barbagli, F ;
Trombini, E ;
Rossi, N .
STRESS AND HEALTH, 2004, 20 (04) :203-208
[6]   The effect of violent and non-violent computer games on cognitive performance [J].
Barlett, Christopher P. ;
Vowels, Christopher L. ;
Shanteau, James ;
Crow, Janis ;
Miller, Tiffany .
COMPUTERS IN HUMAN BEHAVIOR, 2009, 25 (01) :96-102
[7]   Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer [J].
Beale, Ivan L. ;
Kato, Pamela M. ;
Marin-Bowling, Veronica M. ;
Guthrie, Nicole ;
Cole, Steve W. .
JOURNAL OF ADOLESCENT HEALTH, 2007, 41 (03) :263-270
[8]   The effects of video game playing on attention, memory, and executive control [J].
Boot, Walter R. ;
Kramer, Arthur F. ;
Simons, Daniel J. ;
Fabiani, Monica ;
Gratton, Gabriele .
ACTA PSYCHOLOGICA, 2008, 129 (03) :387-398
[9]  
Cameron B., 2005, J INTERACTIVE LEARNI, V16, P243
[10]   Computer Gaming for Vision Therapy [J].
Carvelho, Tristan ;
Allison, Robert S. ;
Irving, Elizabeth L. ;
Herriot, Christopher .
2008 VIRTUAL REHABILITATION, 2008, :198-+