Videogamer Kids More Creative


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Children who play video games are more creative, according to a recent study done by researchers at Michigan State University’s Children and Technology Project. Nearly 500 12-year-olds “were given creative thinking tests – shown a drawing and asked to expand on it or comment on what it means – and then asked about their use of cell phones, computers, the Internet and video games. Only with video games was there a correlation to creativity, the researchers say, and that was true for boys and girls, and across all races.” (USA Today) Linda Jackson, lead investigator on the project said, her team was “the first to look at creativity and technology use, finding that no other technologies except video games was positively related to creativity.” (USA Today) Though I am not big on video games, I have often wondered whether there are studies showing positive correlations between human action/characteristics and video games. The only findings we typically hear about describe negative correlations such as people who play video games act more violently or that professionals in the gaming industry who have played games all their lives are taught to “dispatch with those in authority as quickly as possible.”[1]

The Interactive Software Federation of Europe has indicated that “’in the US the average video game player is now…almost 30, his European counterpart being 28 years old,’”[2] which makes me wonder the impact of video games on adults. Are there any correlations between creativity and video games when it comes to adults? The idea of video games correlating with creativity in people makes the argument for government funding of video game design more viable. The researchers in the study hope that game designers will be motivated by the study to figure out what components of the video games trigger creativity. Perhaps such research on the part of video game designers can be incorporated into the business model of these corporations. Developing such games can become the brand of a video game designer or company as this chapter in Media Work discusses.

[1] Mark Deuze, Media Work: Digital Media and Society Series 203 (2007) quoting source brochure available at

[2] Id. at 202.

–Sade Oshinubi


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