Video gameplay, personality and academic performance
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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.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Ventura et al. (2012)
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).”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as 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”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Ventura et al., 2012
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The Nigerian Picture of Gaming Disorder in Adolescents
Nicholas, A., Opanike, J., & Kehinde, A. (2021) · International Journal of Psychological and Brain Sciences · doi:10.11648/j.ijpbs.20210606.12 · Cited by 2 · see citing works
Let the Games Begin: Finding The Nascent Entrepreneurial Mindset of Video Gamers
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El rol de los videojuegos educativos en la enseñanza sobre conflictos armados
Torres-Barreto, M. L., Díaz-Vargas, L. A., & Salcedo-Parada, M. (2024) · trilogía Ciencia Tecnología Sociedad · doi:10.22430/21457778.3086 · Cited by 1 · see citing works
THE EFFECT OF PSYCHOLOGICAL AND ENVIRONMENTAL FACTORS ON ACADEMIC PERFORMANCE OF VIDEO GAMERS
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Medien und gesellschaftlicher Wandel
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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
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