Cited by 106Digital Games and MediaEducational Games and GamificationImpact of Technology on Adolescents

Video gameplay, personality and academic performance

Ventura, Matthew, Shute, Valerie, Kim, Yoon Jeon·2012·Computers & Education

Integrity signals

Registry

Crossref · 10.1016/j.compedu.2011.11.022

Cites

46 of 46 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?

  • Medium-use players exhibited higher GPAs than both low-use and high-use groups.

    “Ventura et al. (2012) reported an inverted-U pattern, in which medium-use players exhibited higher GPAs than both low-use and high-use groups, suggesting that moderate engagement may be associated with effective academic functioning.”
  • Some studies found positive influences of 1-2 hours per day of video game play on academic outcomes.

    “some studies even found some positive influences (Bowers & Berland, 2012;Ventura et al., 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”

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Authors
Ventura, M., Shute, V., & Kim, Y. J.
Affiliations
Florida State University (US)
Corresponding author
Ventura, Matthew
Venue
Computers & Education
Publisher
Elsevier BV
Published
2012-05
Volume
58
Issue
4
Pages
1260-1266
ISSN
0360-1315 (ISSN-L)
OpenAlex
W2019319871
Cited by
105
References
47
Citations by year
2026: 2 · 2025: 2 · 2024: 8 · 2023: 5 · 2022: 12 · 2021: 8 · 2020: 8 · 2019: 10 · 2018: 8 · 2017: 8 · 2016: 9 · 2015: 9 · 2014: 8 · 2013: 3 · 2012: 5
FWCI
17.13
Type
journal article
Language
en
Open access
closed
Locations
Computers & Education (publishedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
Keywords
video gaming, academic performance, personality, conscientiousness, openness to experience, university students, GPA

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.

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