Play for the Future
A Cross-Sectional Study on the Role of Video Game Skills in Student Career Planning
Bibliographic Data
| ID | 21629758 |
|---|---|
| Authors | Christine Hoffelner (0000-0003-0992-3031, FHNW University of Applied Sciences and Arts Northwestern Switzerland, corresponding author), Christof Nägele (0000-0002-7133-0889, FHNW University of Applied Sciences and Arts Northwestern Switzerland), Albert Düggeli (Pädagogische Hochschule Graubünden) |
| Year | 2025 |
| Volume | 56 |
| Issue | 4 |
| Pages | 350-373 |
| Publication date | 2025-08-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Simulation & Gaming (JOURNAL) |
| Journal identifiers | ISSN: 1046-8781 • E-ISSN: 1552-826X |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/10468781251328894 |
| OpenAlex | W4408838349 |
| Language | EN |
| Citations received | 1 |
| References cited | 46 |
Background Video games are highly popular among young people worldwide and have been shown to help develop skills that are crucial for career planning, such as problem-solving, strategic thinking, and collaboration. These skills align with the future skills framework, which highlights essential life and career skills, learning and innovation skills, and ICT skills that can be fostered through gaming. Methods This cross-sectional study investigates the role of video games in fostering future skills relevant to career planning among Swiss secondary students (N = 265). We conducted quantitative content analysis within the future skills framework, paired with structural equation modeling (SEM), to determine whether students could identify skills acquired through gaming, which reflective abilities are needed, and how these might apply to career planning. Results Male students were more likely to report engaging in video gaming (b = .27, p < .001). Video gaming positively influenced both the number (b = 1.31, p < .001) and variety (b = .78, p < .001) of skills identified by students that could be coded within the future skills framework. SEM analysis demonstrated that criticality had a positive effect on the frequency of identified skills coded as future skills (b = .42, p < .05), whereas self-reflection negatively impacted this frequency (b = −.33, p < .05). Additionally, the frequency of future skills identified significantly influenced the perceived learning transfer to career planning (b = .12, p < .001). Conclusion The study underscores the importance of video games as informal learning environments that cultivate future skills essential for career planning. Integrating gaming experiences into career planning can support the development of adaptable, innovative, and forward-thinking skills. Encouraging an open, critical mindset enhances the transferability of gaming skills to real-life career contexts
Career development · Mathematics education · Medical education · Multimedia · Pedagogy · Video game · Computer Science · Education, Achievement, and Giftedness · Educational Games and Gamification · Medicine · Psychology · Teaching and Learning Programming
Statistical Power Analysis for the Behavioral Sciences
Life Design
Digital game-based learning
Gamification. using game-design elements in non-gaming contexts
Sources of self-efficacy and outcome expectations for career exploration and decision-making
Maximum Likelihood Estimation of Structural Equation Models for Continuous Data
Game-based Learning and 21st century skills
Fit indices in covariance structure modeling
Missing data
The Measurement of Observer Agreement for Categorical Data
A Qualitative Analysis of the Educational Value of Commercial Video Games
A digital role-playing game for learning
How Online Gaming Could Enhance Your Career Prospects
The Acquisition of 21 st -Century Skills Through Video Games
The self-reflection and insight scale
Comparison of children's social problem-solving skills who play videogames and traditional games
Career life as a game
Protean Careers at Work
Conservation of Resources in the Organizational Context
Problematic gaming behaviour and health-related outcomes
Protecting a Positive View of the Self
More Than Just Fun and Games
The benefits of playing video games
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2026 - 2026 (1) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 1 |