Cited by 36Impact of Technology on AdolescentsEducational Games and GamificationChild Development and Digital Technology

Do computer games jeopardize educational outcomes? A prospective study on gaming times and academic achievement

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Gnambs, Timo, Stasielowicz, Lukasz, Wolter, Ilka, Appel, Markus·2020·Psychology of Popular Media

Published version of a preprint

Abstract

Playing computer and video games is a popular pastime activity for many adolescents worldwide. However, the increasing amount of time spent on these games each day raised fears that this comes at the expense of school and, over the long run, impairs academic achievement. Extending prior research, the present study on a sample of N = 3,554 German adolescents (56% girls) adopted a prospective design and examined the effects of the time playing computer games each day on grades and domain-specific competences in mathematics and reading over time. Robust polynomial regressions combined with specification curve analyses showed that longer gaming times predicted worse grades two years later. These results could be replicated after controlling for initial grades and reasoning abilities. In contrast, mathematical and reading competences were not affected by gaming times. Thus, playing computer and video games can result in a noticeably, albeit small, loss of educational returns, but it does not affect basic competences.

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Crossref · 10.1037/ppm0000204

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  • Time spent playing video games in 9th grade predicted a decrease in grades in mathematics and reading two years later, in 11th grade.

    “Gnambs et al. (2020) found that time spent playing video games in 9th grade predicted a decrease in grades in mathematics and reading two years later, in 11th grade.”

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Authors
Gnambs, T., Stasielowicz, L., Wolter, I., & Appel, M.
Affiliations
  • Johannes Kepler University of Linz (AT)
  • Osnabrück University (DE)
  • Leibniz Institute for Educational Trajectories (DE)
  • University of Würzburg (DE)
Corresponding author
Gnambs, Timo
Venue
Psychology of Popular Media
Published
2020-01
Volume
9
Issue
1
Pages
69-82
ISSN
  • 2689-6567 (ISSN-L)
  • 2689-6575
OpenAlex
W2891502179
Cited by
35
References
101
Citations by year
2026: 1 · 2025: 5 · 2024: 4 · 2023: 11 · 2022: 7 · 2021: 3 · 2020: 1 · 2019: 3
FWCI
3.98
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • Psychology of Popular Media (publishedVersion)
  • PsyArXiv (OSF Preprints) (submittedVersion, cc-by)
  • PsyArXiv (OSF Preprints) (submittedVersion)
  • OSF Preprints (OSF Preprints) (submittedVersion)
Funders
Federal Ministry of Education and Research
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 › Education › Child Development and Digital Technology
Keywords
video games, gaming time, academic performance, adolescents, school grades, mathematical ability, reading skills, economic returns to education

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