Online gaming and its effect on academic performance of Bangladeshi university students: A cross‐sectional study
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Background and Aims: Due to the availability of more sophisticated cell phones with top‐notch gaming functions, the present generation is more active. The available literature indicates that adolescents experience a variety of psychological issues, like low self‐control brought on by an addiction to mobile games. Because of this, the aim of this study is to control the prevalence of, and factors that contribute to, online gaming addiction and its effects on academic performance in Bangladeshi university students. Methods: Convenient sampling was adopted to collect primary data from 399 Bangladeshi university students utilizing a prestructured questionnaire. Descriptive statistics, the χ2 test, binary logistic regression, and multinomial logistic regression were also used to accomplish the study's objective. Results: According to this study, 62.7% of students play online games over 30 h every week. The findings also show that male students are more inclined than female students to show signs of addiction. Also, regular online gaming can result in long‐term problems, and that factor including age, internet access, educational background, and frequency of play can influence the likelihood of these problems. The findings shows that a lower cumulative grade point average (CGPA), less physical activity, and less study time are associated with playing online games for at least 30 h per week. Moreover, the study found that playing online games, playing for long time, and skipping class can all have an adverse effect on a student's academic performance. Conclusions: The authors recommend that the authorities set up a good entertainment environment and take into account the findings of this article to discourage students from playing online games. Furthermore, encouragement of extracurricular activities such as sports or other pursuits is also essential in assisting Bangladeshi students in overcoming their addiction to mobile games.
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Previous studies show heterogeneous results on the relationship between digital addiction and academic performance.
“Los estudios previos evidencian resultados heterogéneos en la relación entre adicción digital y rendimiento académico, lo que refleja la complejidad del fenómeno.”
From Relación entre la Adicción a Tecnologías Digitales y el Rendimiento Académico de Estudiantes de Ingeniería Sanitaria en una Universidad Pública de Cajamarca, Perú (2025) · cites this paper as Mahmud et al., 2023
Mahmud et al. (2023), en 399 estudiantes universitarios de Bangladesh, encontraron una correlación estadísticamente significativa y robusta entre la adicción a los videojuegos en línea y un bajo rendimiento académico.
“Mahmud et al. (2023), en su estudio, encontraron una correlación estadísticamente significativa y robusta entre la adicción a los videojuegos en línea y un bajo rendimiento académico en una muestra de 399 estudiantes universitarios de universidades públicas de Bangladesh.”
From Relación entre la Adicción a Tecnologías Digitales y el Rendimiento Académico de Estudiantes de Ingeniería Sanitaria en una Universidad Pública de Cajamarca, Perú (2025) · cites this paper as Mahmud et al. (2023)
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Cited by
Sorted by citations
Abolfotouh, M., & Barnawi, N. (2024) · Psychology Research and Behavior Management · doi:10.2147/prbm.s493776 · Cited by 7 · see citing works
Luicho Yopla, J., & Llamoga Vásquez, M. I. (2025) · Sciencevolution · doi:10.61325/ser.v4i4.232
- Authors
- Mahmud, S., Jobayer, M. A. A., Salma, N., Mahmud, A., & Tamanna, T.
- Affiliations
- Noakhali Science and Technology University (BD)
- Jahangirnagar University (BD)
- Corresponding author
- Mahmud, Shohel
- Venue
- Health Science Reports
- Publisher
- Wiley
- Published
- 2023-12
- Volume
- 6
- Issue
- 12
- Pages
- e1774-e1774
- ISSN
- 2398-8835 (ISSN-L)
- PMC
- PMC10723781
- OpenAlex
- W4389778479
- Cited by
- 23
- References
- 7
- Citations by year
- 2026: 8 · 2025: 7 · 2024: 7 · 2023: 1
- FWCI
- 9.88
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Health Science Reports (publishedVersion, cc-by-nc-nd)
- PubMed Central (publishedVersion, cc-by-nc-nd)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- online games, mobile game addiction, academic performance, university students, gaming frequency, gender differences, grade point average, physical activity, study time, class skipping, Bangladeshi students
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