TY - JOUR ID - 146614 TI - The Relationship between Video Games and Cognitive Skills of Students JO - Journal of Modern Psychology JA - JMP LA - en SN - AU - SeyediAsl, SeyedTeymur AU - Nazari Anamagh, Alireza AU - Sadeghi, Elham AU - Jafarzadeh, Shahram AU - Badali, Mehdi AD - Ph. D. in Psychology, Department of Psychology, Faculty of Educational Sciences and Psychology, University of Mohaghegh Ardabili, Ardabil, Iran AD - Ph.D. in Counseling, Department of Counseling, School of Psychology &amp; Training Sciences, Allameh Tabatabai University, Tehran, Iran. AD - M. A. in Educational Psychology, Department of Psychology, Central Branch, Islamic Azad University, Tehran, Iran AD - M.A. in Educational Management, Faculty of Psychology and Educational Sciences, Kharazmi University, Tehran, Iran AD - Ph.D. in Educational Technology, Faculty of Humanities, Tarbiat Modares University, Tehran, Iran. Y1 - 2021 PY - 2021 VL - 1 IS - 3 SP - 59 EP - 68 KW - creativity KW - critical thinking KW - Cognitive skills KW - Video Games DO - 10.22034/jmp.2021.333921.1032 N2 - This research examined the relationship between video games and cognitive skills including critical thinking and creative thinking. This was an analytical and cross-sectional study. The population of the present research consisted of high school students of Ardebil in the academic year 2013-2014. A sample consisting of 105 students, (54 female and 51 male), was selected using multi-stage cluster sampling. They filled out two questionnaires, namely the California Critical Thinking Skill Test (CCTST) and Critical Thinking Test (CT). The data collected from the questionnaires were analyzed by SPSS through one-way analysis of variance (ANOVA) as well as the Scheffe test. To conduct the analysis, the participants were divided into four groups based on the number of hours spent playing video games every day, namely no gaming, less than 1 hour, between 1-2 hours, and more than 2 hours of gaming; they were also divided into four groups based on the number of years they had been playing video games, namely no gaming, less than a year, 1-2 years, and more than 2 years. The results of the one-way ANOVA revealed significant differences in creativity between the four groups based on the hours spent playing and the number of years the subjects had been playing video games (P<0.05). The differences between the four groups in terms of critical thinking were also significant (P<0.05). The findings indicated that the individuals spending up to two hours playing video games on a daily basis had higher levels of creativity and critical thinking compared to non-gamers. UR - https://modernpsy.rahman.ac.ir/article_146614.html L1 - https://modernpsy.rahman.ac.ir/article_146614_366d8a31b14122eddf0fadff9fa13d6b.pdf ER -