Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

Establishing a New Computational Method to Predict Effects of Gaming: A Feasibility Study on Growth Mindset

  • Conference paper
  • First Online:
Games and Learning Alliance (GALA 2024)

Abstract

We present a novel method for approximating potential psychological effects of video games on players utilizing computational text analysis and artificial intelligence. Focusing specifically on growth mindset – a psychological construct associated with learning and resilience – we analyze player-generated reviews on the Steam gaming platform. In particular, reviews were examined using a specifically developed growth mindset dictionary derived from key psychological texts and validated questionnaires. Utilizing over 1 million user-generated reviews across eight distinct game genres, we identified that puzzle, roguelike, and platformer games showed a higher prevalence of growth mindset-related terms when compared to genres that we considered unrelated to growth mindset (e.g., zen, cozy, walking simulator). This aligns well with a growth mindset meaning system, as these genres inherently involve setting objectives, exerting effort, learning from setbacks, and refining strategies through gameplay. In addition, exploratory BERTopic modeling identified four topics with a clear relation to the concept of a growth mindset. These topics emerged differentially across genres with a pattern like the one found with the dictionary, further corroborating our findings. These results confirm theoretical assumptions in the field with a new methodological approach, opening avenues for precisely targeted research on video game effects and informed selection of video game-based interventions.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 119.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 139.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Granic, I., Lobel, A., Engels, R.C.M.E.: The benefits of playing video games. Am. Psychol. 69, 66–78 (2014). https://doi.org/10.1037/a0034857

    Article  Google Scholar 

  2. Bediou, B., Rodgers, M.A., Tipton, E., Mayer, R.E., Green, C.S., Bavelier, D.: Effects of action video game play on cognitive skills: a meta-analysis. Technol. Mind Behav. 4 (2023). https://doi.org/10.1037/tmb0000102

  3. Greitemeyer, T.: The dark and bright side of video game consumption: effects of violent and prosocial video games. Curr. Opin. Psychol. 46, 101326 (2022). https://doi.org/10.1016/j.copsyc.2022.101326

    Article  Google Scholar 

  4. Gee, J.P.: Learning by design: good video games as learning machines. E-Learn. Digit. Media. 2, 5–16 (2005). https://doi.org/10.2304/elea.2005.2.1.5

    Article  Google Scholar 

  5. Pusey, M., Wong, K.W., Rappa, N.A.: Resilience interventions using interactive technology: a scoping review. Interact. Learn. Environ. 30, 1940–1955 (2022). https://doi.org/10.1080/10494820.2020.1772837

    Article  Google Scholar 

  6. O’Rourke, E., Haimovitz, K., Ballweber, C., Dweck, C., Popović, Z.: Brain points: a growth mindset incentive structure boosts persistence in an educational game. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 3339–3348. ACM, To-ronto Ontario Canada (2014). https://doi.org/10.1145/2556288.2557157

  7. Anderson, C.G., Campbell, K., Steinkuehler, C.: Building persistence through failure: the role of challenge in video games. In: Proceedings of the 14th International Conference on the Foundations of Digital Games, pp. 1–6. ACM, San Luis Obispo California USA (2019). https://doi.org/10.1145/3337722.3337741

  8. Dweck, C.S.: Mindset: The new psychology of success. Random House (2006)

    Google Scholar 

  9. Burnette, J.L., et al.: A systematic review and meta-analysis of growth mindset interventions: For whom, how, and why might such interventions work? Psychol. Bull. 149, 174–205 (2023). https://doi.org/10.1037/bul0000368

    Article  Google Scholar 

  10. Yeager, D.S., Dweck, C.S.: Mindsets that promote resilience: when students believe that personal characteristics can be developed. Edu. Psychol. 47, 302–314 (2012). https://doi.org/10.1080/00461520.2012.722805

    Article  Google Scholar 

  11. Burnette, J.L., Knouse, L.E., Vavra, D.T., O’Boyle, E., Brooks, M.A.: Growth mindsets and psychological distress: A meta-analysis. Clin. Psychol. Rev. 77, 101816 (2020). https://doi.org/10.1016/j.cpr.2020.101816

    Article  Google Scholar 

  12. Bernecker, K., Job, V.: Mindset theory. In: Sassenberg, K. and Vliek, M.L.W. (eds.) Social Psychology in Action, pp. 179–191. Springer International Publishing, Cham (2019). https://doi.org/10.1007/978-3-030-13788-5_12

  13. Dale, G., Joessel, A., Bavelier, D., Green, C.S.: A new look at the cognitive neuroscience of video game play. Ann. N. Y. Acad. Sci. 1464, 192–203 (2020). https://doi.org/10.1111/nyas.14295

    Article  Google Scholar 

  14. Vargas-Iglesias, J.J.: Making sense of genre: the logic of video game genre organiza-tion. Game. Culture. 15, 158–178 (2020). https://doi.org/10.1177/1555412017751803

    Article  Google Scholar 

  15. Zhu, M., Fang, X.: A lexical approach to study computer games and game play experience via online reviews. Int. J. Human-Comput. Int. 31, 413–426 (2015). https://doi.org/10.1080/10447318.2015.1036228

    Article  Google Scholar 

  16. Phillips, C., Klarkowski, M., Frommel, J., Gutwin, C., Mandryk, R.L.: Identifying commercial games with therapeutic potential through a content analysis of steam reviews. Proc. ACM Hum. Comput. Interact. 5, 1–21 (2021). https://doi.org/10.1145/3474682

  17. Pennebaker, J.W., Mehl, M.R., Niederhoffer, K.G.: Psychological aspects of natural language use: our words. Our Selves. Annu. Rev. Psychol. 54, 547–577 (2003). https://doi.org/10.1146/annurev.psych.54.101601.145041

    Article  Google Scholar 

  18. Hemenover, S.H., Bowman, N.D.: Video games, emotion, and emotion regulation: expanding the scope. Ann. Int. Commun. Assoc. 42, 125–143 (2018). https://doi.org/10.1080/23808985.2018.1442239

    Article  Google Scholar 

  19. Macnamara, B.N., Burgoyne, A.P.: Do growth mindset interventions impact students’ academic achievement? a systematic review and meta-analysis with recommendations for best practices. Psychol. Bull. 149, 133–173 (2023). https://doi.org/10.1037/bul0000352

    Article  Google Scholar 

  20. Carras, M.C., Kowert, R., Quandt, T.: Psychosocial effects of gaming. In: Attrill-Smith, A., Fullwood, C., Keep, M., and Kuss, D.J. (eds.) the Oxford Handbook of Cyberpsychology, pp. 556–587. Oxford University Press (2019). https://doi.org/10.1093/oxfordhb/9780198812746.013.30

  21. Clarke, R.I., Lee, J.H., Clark, N.: Why video game genres fail: a classificatory analysis. Game. Culture. 12, 445–465 (2017). https://doi.org/10.1177/1555412015591900

    Article  Google Scholar 

  22. Wang, X., Goh, D.H.-L.: Components of game experience: an automatic text analysis of online reviews. Entertainment Comput. 33, 100338 (2020). https://doi.org/10.1016/j.entcom.2019.100338

    Article  Google Scholar 

  23. Developing a Growth Mindset with Carol Dweck. https://www.youtube.com/watch?v=hiiEeMN7vbQ

  24. The power of yet. https://www.youtube.com/watch?v=J-swZaKN2Ic

  25. The Growth Mindset. https://www.youtube.com/watch?v=-71zdXCMU6A

  26. Levy, S.R., Stroessner, S.J., Dweck, C.S.: Stereotype formation and endorsement: the role of implicit theories. J. Pers. Soc. Psychol. 74, 1421–1436 (1998). https://doi.org/10.1037/0022-3514.74.6.1421

    Article  Google Scholar 

  27. Abd-El-Fattah, S.M., Yates, G.: Implicit Theory of intelligence scale: testing for factorial invariance and mean structure. In: Presented at the Paper presented at the Australian Association for Research in Education Conference, Adelaide, Australia (2006)

    Google Scholar 

  28. Grootendorst, M.: KeyBERT: minimal keyword extraction with BERT (2020)

    Google Scholar 

  29. Demetrovics, Z., et al.: Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behav. Res. Methods 43, 814–825 (2011). https://doi.org/10.3758/s13428-011-0091-y

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Manuel Ninaus .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2025 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Ninaus, M., Edlinger, M., Scheucher, N., Huber, S.E. (2025). Establishing a New Computational Method to Predict Effects of Gaming: A Feasibility Study on Growth Mindset. In: Schönbohm, A., et al. Games and Learning Alliance. GALA 2024. Lecture Notes in Computer Science, vol 15348. Springer, Cham. https://doi.org/10.1007/978-3-031-78269-5_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-78269-5_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-78268-8

  • Online ISBN: 978-3-031-78269-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics