Do computer games jeopardize educational outcomes? A prospective study on gaming times and academic achievement
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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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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.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Gnambs et al. (2020)
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School Counselors’ Experiences with Student Vaping and Internet Gaming: a Report from the Field
Giordano, A. L., Morey, A. W., Kim, I. K., Song, J., & Kim, O. (2023) · International Journal for the Advancement of Counselling · doi:10.1007/s10447-023-09518-z · Cited by 3 · see citing works
Inanspruchnehmende einer Spielsuchtambulanz mit „Doppeldiagnosen“
Wölfling, K., Dreier, M., Beutel, M. E., & Müller, K. W. (2022) · SUCHT - Zeitschrift für Wissenschaft und Praxis / Journal of Addiction Research and Practice · doi:10.1024/0939-5911/a000781 · Cited by 3 · see citing works
Using Digital Devices for Fun: What are the Impacts on Academic Outcomes?
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Student Achievement in Relation to Time Spent Studying and Playing Video Games: A Gender Perspective
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Young videogamers and their approach to science inquiry
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Does Playing Video Games Give a Child an Advantage in Digital Game-Based Learning?
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Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review
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Social, Behavioral, and Academic Ramifications of Video Game Playing in College
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Spielsucht als Herausforderung für Gesundheit und Wohlbefinden von Jugendlichen
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Memory, Social Identity and Technology at Odds: The Implication on Physical Well-Being in Wall-E
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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
- green
- doi.org
- 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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