Exploring the Relationship Between Video Game Engagement and Creative Thinking in Academic Environments: Cross-Sectional Study

dc.contributor.authorAlwhaibi, Reem M.
dc.contributor.authorAlotaibi, Manar S.
dc.contributor.authorAlmutairi, Sara F.
dc.contributor.authorAlkhudhayr, Juri E.
dc.contributor.authorAlanazi, Reema F.
dc.contributor.authorAl Jamil, Haya F.
dc.contributor.authorAygun, Yalin
dc.date.accessioned2026-04-04T13:30:58Z
dc.date.available2026-04-04T13:30:58Z
dc.date.issued2024
dc.departmentİnönü Üniversitesi
dc.description.abstractThis study explores the relationship between video game engagement and creative thinking among university students in an academic setting. Utilizing a descriptive cross-sectional qualitative approach, semi-structured interviews were conducted with 40 university students aged 17-25 years, from various academic disciplines. The sample, predominantly female (57.5%) and aged 22 years (27.5%), provided diverse perspectives on the impact of video games on their academic and creative capabilities. The thematic analysis of the interviews revealed significant insights into how video games may enhance creative problem-solving skills and overall creative thinking in an educational context. The study found that a high percentage of participants (47.5%) had a grade point average (GPA) of 4.0, suggesting a potential link between academic performance and video gaming habits. The results highlight the need for further research into specific game genres and their distinct influences on creativity among different demographics. This study contributes to the growing body of literature on the cognitive benefits of video games and their potential to foster creative skills in higher education environments.
dc.description.sponsorshipPrincess Nourah bint Abdulrahman University, Riyadh, Saudi Arabia [PNURSP2024R117]
dc.description.sponsorshipThe authors would like to thank Princess Nourah bint Abdulrahman University, Researchers Supporting Project number (PNURSP2024R117), Princess Nourah bint Abdulrahman University, Riyadh, Saudi Arabia for supporting this project.
dc.identifier.doi10.3390/su16209104
dc.identifier.issn2071-1050
dc.identifier.issue20
dc.identifier.orcid0009-0000-7860-7126
dc.identifier.orcid0000-0001-5950-0497
dc.identifier.orcid0009-0008-6518-904X
dc.identifier.orcid0009-0007-0405-0055
dc.identifier.orcid0000-0002-1018-657X
dc.identifier.orcid0009-0001-5930-6018
dc.identifier.scopus2-s2.0-85207328420
dc.identifier.scopusqualityQ1
dc.identifier.urihttps://doi.org/10.3390/su16209104
dc.identifier.urihttps://hdl.handle.net/11616/108480
dc.identifier.volume16
dc.identifier.wosWOS:001341705800001
dc.identifier.wosqualityQ2
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherMdpi
dc.relation.ispartofSustainability
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_WOS_20250329
dc.subjectvideo games
dc.subjectcreative thinking
dc.subjectacademic engagement
dc.subjecthigher education
dc.subjectthematic analysis
dc.subjectcognitive skills
dc.subjectstudent motivation
dc.titleExploring the Relationship Between Video Game Engagement and Creative Thinking in Academic Environments: Cross-Sectional Study
dc.typeArticle

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