Video gaming promotes concussion knowledge acquisition in youth hockey players

J Adolesc. 2006 Jun;29(3):351-60. doi: 10.1016/j.adolescence.2005.07.004. Epub 2005 Sep 19.


While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gaming activity remained interesting and relevant. Following a pilot study to confirm the usability of an in-house developed game, two studies were conducted with 11-17 year old hockey players (N(1)=130, N(2)=39). Results demonstrated that participants playing the experimental version of the video game scored significantly higher on a concussion symptoms questionnaire, in a significantly faster time, than participants playing the control version of the game. Most participants indicated that they enjoyed the game and would play it again. These results suggest that educational material can be conveyed successfully and in an appealing manner via video game play.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Brain Concussion*
  • Child
  • Cognition*
  • Feedback
  • Health Promotion
  • Hockey*
  • Humans
  • Learning*
  • Male
  • Surveys and Questionnaires
  • Video Games*
  • Visual Perception