Evidence map›Paper›PMID 41540234›Full record

ArticleScientific reports2026

Exploring the multifaceted learning benefits of video gaming among female university students in Saudi Arabia.

Reem M Alwhaibi, Renad Alanzan, Remas Aldamok, Lamya Aldafas, Reema Alanazi, Ajwan Alwahibi, Eman Mortada, Yalin Aygun

Abstract read
In one paragraph

Article in Scientific reports, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

Reem M AlwhaibiDepartment of Rehabilitation Sciences, College of Health and Rehabilitation Sciences, Princess Nourah Bint Abdulrahman University, P.O. Box 84428, Riyadh, 11671, Saudi Arabia.
Renad AlanzanDepartment of Rehabilitation Sciences, College of Health and Rehabilitation Sciences, Princess Nourah Bint Abdulrahman University, P.O. Box 84428, Riyadh, 11671, Saudi Arabia.
Remas AldamokDepartment of Rehabilitation Sciences, College of Health and Rehabilitation Sciences, Princess Nourah Bint Abdulrahman University, P.O. Box 84428, Riyadh, 11671, Saudi Arabia.
Lamya AldafasDepartment of Health Communication Sciences, College of Health and Rehabilitation Sciences, Princess Nourah Bint Abdulrahman University, P.O. Box 84428, Riyadh, 11671, Saudi Arabia.
Reema AlanaziDepartment of Rehabilitation Sciences, College of Health and Rehabilitation Sciences, Princess Nourah Bint Abdulrahman University, P.O. Box 84428, Riyadh, 11671, Saudi Arabia.
Ajwan AlwahibiDepartment of Health Communication Sciences, College of Health and Rehabilitation Sciences, Princess Nourah Bint Abdulrahman University, P.O. Box 84428, Riyadh, 11671, Saudi Arabia.
Eman MortadaFamily and Community Medicine Department, College of Medicine, Princess Nourah Bint Abdulrahman University, P.O. Box 84428, Riyadh, 11671, Saudi Arabia. EMMortada@pnu.edu.sa.
Yalin AygunDepartment of Sport Management, Faculty of Sport Sciences, Inonu University, 44280, Malatya, Türkiye.

Funding

Princess Nourah bint Abdulrahman University, Researchers Supporting Project PNURSP2025R117
6 · The paper itself

Abstract

The increasing prevalence of video gaming has transformed leisure activities worldwide, especially among university students. In Saudi Arabia, 67% of the population engages in gaming, raising questions about its impact on cognitive, emotional, social, and psychomotor skills. This study explores the transferable skills developed through video gaming, focusing on female university students in Saudi Arabia. An exploratory qualitative approach was employed, involving semi-structured interviews with 37 female university students aged 18 to 25, each with at least one year of gaming experience. Thematic analysis was used to identify patterns in the data. The study revealed that video games enhance cognitive skills, including problem-solving, strategic thinking, and time management. Emotional regulation, teamwork, communication, and leadership were also developed through gaming. Psychomotor skills, such as hand-eye coordination and reflexes, were notably improved, and participants reported the transfer of these skills to academic tasks. Video gaming supports the development of diverse cognitive, emotional, social, and psychomotor skills, suggesting its potential for integration into academic environments to enhance learning and personal growth.

Indexed as

LearningStudentsVideo GamesAdolescentAdultCognitionEmotionsFemaleHumansPsychomotor PerformanceSaudi ArabiaUniversitiesYoung AdultAcademic engagementCognitive skillsHigher educationStudent motivationThematic analysisVideo games

Identifiers

PMID41540234
PMCPMC12827975

What Socratic holds

Textmetadata
LicenceCC BY-NC-ND
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.