Cited by 47Impact of Technology on AdolescentsEducational Games and GamificationDigital Games and Media

Does recreational computer use affect high school achievement?

Open access
Bowers, Alex J., Berland, Matthew·2013·Educational Technology Research and Development

Integrity signals

Registry

Crossref · 10.1007/s11423-012-9274-1

Cites

66 of 66 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Claims the paper makes

We couldn’t retrieve this paper’s full text, so its claims and self-check weren’t run. The registry and citation checks still apply.

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Within the one-to-two-hour-per-day range, video gaming does not interfere with sleep, homework, or school attendance.

    “This is especially true within the one-to-two-hour-per-day range, when video gaming does not interfere with sleep, homework, or school attendance (Bowers & Berland, 2012;Hartanto et al., 2018).”

    From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Bowers & Berland, 2012

  • Small amounts of video game time do not necessarily lead to negative academic outcomes.

    “Taken together, the evidence suggests that small amounts of video game time do not necessarily lead to negative academic outcomes (Bowers & Berland, 2012;Drummond & Sauer, 2014;Poulain et al., 2018).”

    From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Bowers & Berland, 2012

  • Tenth-grade students who played video games for one to two hours per day demonstrated higher achievement in reading and mathematics compared to both non-players and high-use players.

    “Bowers and Berland (2012) found that tenth-grade students who played video games for one to two hours per day demonstrated higher achievement in reading and mathematics achievement compared to both non-players and high-use players.”

    From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Bowers and Berland (2012)

  • For students who spend only 1-2 hours a day playing video games, there is little to no negative effect on academic outcomes.

    “For students who spend only 1-2 hours a day playing video games, there is little to no negative effect on academic outcomes”

    From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Bowers & Berland, 2012

  • Moderate and low video game use was sometimes associated with positive academic outcomes.

    “Moderate and low video game use, on the other hand, was sometimes associated with positive academic outcomes (Adachi & Willoughby, 2013;Bowers & Berland, 2012).”

    From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Bowers & Berland, 2012

Cites

Flagged first, then by citations

4 of the 70 references couldn’t be matched to a known paper.

Cited by

Sorted by citations

Authors
Bowers, A. J., & Berland, M.
Affiliations
  • Columbia University (US)
  • The University of Texas at San Antonio (US)
Corresponding author
Bowers, Alex J.
Venue
Educational Technology Research and Development
Published
2012-10-06
Volume
61
Issue
1
Pages
51-69
ISSN
  • 1042-1629 (ISSN-L)
  • 1556-6501
OpenAlex
W2149932019
Cited by
40
References
70
Citations by year
2026: 2 · 2025: 2 · 2024: 2 · 2023: 3 · 2022: 6 · 2021: 5 · 2020: 1 · 2019: 3 · 2018: 4 · 2017: 2 · 2016: 4 · 2015: 5 · 2014: 1
FWCI
6.33
Type
journal article
Language
en
Open access
Locations
  • Educational Technology Research and Development (publishedVersion)
  • Columbia Academic Commons (Columbia University)
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
video gaming, academic performance, high school students, reading achievement, mathematics achievement, achievement growth

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review