Impact of Video Game Use on Fostering Creativity in Waldorf School Students

Saved in:
Bibliographic Details
Title: Impact of Video Game Use on Fostering Creativity in Waldorf School Students
Language: English
Authors: Carlos Vázquez-Martín (ORCID 0009-0001-4449-7173), José M. Ramírez-Hurtado (ORCID 0000-0002-2289-1874), Esteban Vázquez-Cano (ORCID 0000-0002-6694-7948)
Source: International Journal of Technology in Education. 2025 8(1):174-192.
Availability: International Society for Technology, Education, and Science. ISTES Organization, Monument, CO 80132. e-mail: istesorganization@gmail.com; e-mail: ijteoffice@gmail.com; Web site: https://www.ijte.net/index.php/ijte/about
Peer Reviewed: Y
Page Count: 20
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Education Level: Junior High Schools
Middle Schools
Secondary Education
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior, Leisure Time, Teaching Methods, Gender Differences, Puzzles, Tablet Computers, Role Playing, Computers, Differences, Scores, Music Activities, Art Activities, Middle School Students, Student Attitudes, Creative Thinking, Creativity Tests
Geographic Terms: California
Assessment and Survey Identifiers: Torrance Tests of Creative Thinking
ISSN: 2689-2758
Abstract: This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the influence of other activities on creativity. A sample of 146 Waldorf students was analyzed using descriptive statistics and multiple correspondence analysis (MCA). Results show that most students play video games for 0-2 hours daily, with a notable gender difference--girls are less likely to play. No significant correlation was found between gender and time spent gaming (Spearman's coefficient = 0.065, p-value = 0.435). Furthermore, students with lower creativity scores often played puzzle games and used tablets, while those with higher creativity scores favored shooting and fantasy role-playing games, using consoles or computers. MCA revealed that higher creativity students frequently engage in musical and artistic activities, while lower creativity students rarely participate in physical exercise. These findings suggest nuanced relationships between gaming habits, device usage, and extracurricular activities in shaping creativity among Waldorf students.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1461928
Database: ERIC
FullText Text:
  Availability: 0
CustomLinks:
  – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1461928
    Name: ERIC Full Text
    Category: fullText
    Text: Full Text from ERIC
Header DbId: eric
DbLabel: ERIC
An: EJ1461928
AccessLevel: 3
PubType: Academic Journal
PubTypeId: academicJournal
PreciseRelevancyScore: 0
IllustrationInfo
Items – Name: Title
  Label: Title
  Group: Ti
  Data: Impact of Video Game Use on Fostering Creativity in Waldorf School Students
– Name: Language
  Label: Language
  Group: Lang
  Data: English
– Name: Author
  Label: Authors
  Group: Au
  Data: <searchLink fieldCode="AR" term="%22Carlos+Vázquez-Martín%22">Carlos Vázquez-Martín</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0001-4449-7173">0009-0001-4449-7173</externalLink>)<br /><searchLink fieldCode="AR" term="%22José+M%2E+Ramírez-Hurtado%22">José M. Ramírez-Hurtado</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-2289-1874">0000-0002-2289-1874</externalLink>)<br /><searchLink fieldCode="AR" term="%22Esteban+Vázquez-Cano%22">Esteban Vázquez-Cano</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-6694-7948">0000-0002-6694-7948</externalLink>)
– Name: TitleSource
  Label: Source
  Group: Src
  Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Technology+in+Education%22"><i>International Journal of Technology in Education</i></searchLink>. 2025 8(1):174-192.
– Name: Avail
  Label: Availability
  Group: Avail
  Data: International Society for Technology, Education, and Science. ISTES Organization, Monument, CO 80132. e-mail: istesorganization@gmail.com; e-mail: ijteoffice@gmail.com; Web site: https://www.ijte.net/index.php/ijte/about
– Name: PeerReviewed
  Label: Peer Reviewed
  Group: SrcInfo
  Data: Y
– Name: Pages
  Label: Page Count
  Group: Src
  Data: 20
– Name: DatePubCY
  Label: Publication Date
  Group: Date
  Data: 2025
– Name: TypeDocument
  Label: Document Type
  Group: TypDoc
  Data: Journal Articles<br />Reports - Research
– Name: Audience
  Label: Education Level
  Group: Audnce
  Data: <searchLink fieldCode="EL" term="%22Junior+High+Schools%22">Junior High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Middle+Schools%22">Middle Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink>
– Name: Subject
  Label: Descriptors
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22Influence+of+Technology%22">Influence of Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Creativity%22">Creativity</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Behavior%22">Student Behavior</searchLink><br /><searchLink fieldCode="DE" term="%22Leisure+Time%22">Leisure Time</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Gender+Differences%22">Gender Differences</searchLink><br /><searchLink fieldCode="DE" term="%22Puzzles%22">Puzzles</searchLink><br /><searchLink fieldCode="DE" term="%22Tablet+Computers%22">Tablet Computers</searchLink><br /><searchLink fieldCode="DE" term="%22Role+Playing%22">Role Playing</searchLink><br /><searchLink fieldCode="DE" term="%22Computers%22">Computers</searchLink><br /><searchLink fieldCode="DE" term="%22Differences%22">Differences</searchLink><br /><searchLink fieldCode="DE" term="%22Scores%22">Scores</searchLink><br /><searchLink fieldCode="DE" term="%22Music+Activities%22">Music Activities</searchLink><br /><searchLink fieldCode="DE" term="%22Art+Activities%22">Art Activities</searchLink><br /><searchLink fieldCode="DE" term="%22Middle+School+Students%22">Middle School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Creative+Thinking%22">Creative Thinking</searchLink><br /><searchLink fieldCode="DE" term="%22Creativity+Tests%22">Creativity Tests</searchLink>
– Name: Subject
  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22California%22">California</searchLink>
– Name: SubjectThesaurus
  Label: Assessment and Survey Identifiers
  Group: Su
  Data: <searchLink fieldCode="SU" term="%22Torrance+Tests+of+Creative+Thinking%22">Torrance Tests of Creative Thinking</searchLink>
– Name: ISSN
  Label: ISSN
  Group: ISSN
  Data: 2689-2758
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the influence of other activities on creativity. A sample of 146 Waldorf students was analyzed using descriptive statistics and multiple correspondence analysis (MCA). Results show that most students play video games for 0-2 hours daily, with a notable gender difference--girls are less likely to play. No significant correlation was found between gender and time spent gaming (Spearman's coefficient = 0.065, p-value = 0.435). Furthermore, students with lower creativity scores often played puzzle games and used tablets, while those with higher creativity scores favored shooting and fantasy role-playing games, using consoles or computers. MCA revealed that higher creativity students frequently engage in musical and artistic activities, while lower creativity students rarely participate in physical exercise. These findings suggest nuanced relationships between gaming habits, device usage, and extracurricular activities in shaping creativity among Waldorf students.
– Name: AbstractInfo
  Label: Abstractor
  Group: Ab
  Data: As Provided
– Name: DateEntry
  Label: Entry Date
  Group: Date
  Data: 2025
– Name: AN
  Label: Accession Number
  Group: ID
  Data: EJ1461928
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1461928
RecordInfo BibRecord:
  BibEntity:
    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 20
        StartPage: 174
    Subjects:
      – SubjectFull: Video Games
        Type: general
      – SubjectFull: Influence of Technology
        Type: general
      – SubjectFull: Creativity
        Type: general
      – SubjectFull: Student Behavior
        Type: general
      – SubjectFull: Leisure Time
        Type: general
      – SubjectFull: Teaching Methods
        Type: general
      – SubjectFull: Gender Differences
        Type: general
      – SubjectFull: Puzzles
        Type: general
      – SubjectFull: Tablet Computers
        Type: general
      – SubjectFull: Role Playing
        Type: general
      – SubjectFull: Computers
        Type: general
      – SubjectFull: Differences
        Type: general
      – SubjectFull: Scores
        Type: general
      – SubjectFull: Music Activities
        Type: general
      – SubjectFull: Art Activities
        Type: general
      – SubjectFull: Middle School Students
        Type: general
      – SubjectFull: Student Attitudes
        Type: general
      – SubjectFull: Creative Thinking
        Type: general
      – SubjectFull: Creativity Tests
        Type: general
      – SubjectFull: California
        Type: general
      – SubjectFull: Torrance Tests of Creative Thinking
        Type: general
    Titles:
      – TitleFull: Impact of Video Game Use on Fostering Creativity in Waldorf School Students
        Type: main
  BibRelationships:
    HasContributorRelationships:
      – PersonEntity:
          Name:
            NameFull: Carlos Vázquez-Martín
      – PersonEntity:
          Name:
            NameFull: José M. Ramírez-Hurtado
      – PersonEntity:
          Name:
            NameFull: Esteban Vázquez-Cano
    IsPartOfRelationships:
      – BibEntity:
          Dates:
            – D: 01
              M: 01
              Type: published
              Y: 2025
          Identifiers:
            – Type: issn-electronic
              Value: 2689-2758
          Numbering:
            – Type: volume
              Value: 8
            – Type: issue
              Value: 1
          Titles:
            – TitleFull: International Journal of Technology in Education
              Type: main
ResultId 1