Effect of internet use and electronic game-play on academic performance of Australian children
Open accessAbstract
This study examined the association of internet use, and electronic game-play with academic performance respectively on weekdays and weekends in Australian children. It also assessed whether addiction tendency to internet and game-play is associated with academic performance. Overall, 1704 children of 11-17-year-olds from young minds matter (YMM), a cross-sectional nationwide survey, were analysed. The generalized linear regression models adjusted for survey weights were applied to investigate the association between internet use, and electronic-gaming with academic performance (measured by NAPLAN-National standard score). About 70% of the sample spent > 2 h/day using the internet and nearly 30% played electronic-games for > 2 h/day. Internet users during weekdays (> 4 h/day) were less likely to get higher scores in reading and numeracy, and internet use on weekends (> 2-4 h/day) was positively associated with academic performance. In contrast, 16% of electronic gamers were more likely to get better reading scores on weekdays compared to those who did not. Addiction tendency to internet and electronic-gaming is found to be adversely associated with academic achievement. Further, results indicated the need for parental monitoring and/or self-regulation to limit the timing and duration of internet use/electronic-gaming to overcome the detrimental effects of internet use and electronic game-play on academic achievement.
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In Islam et al. (2020), the association between gaming and academic performance turned negative no matter the time of day or week if addiction tendencies were present.
“However, in this study, the association turned negative no matter the time of day or week if addiction tendencies were present.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Islam et al. (2020)
The Discussion and Conclusion report a negative association between addiction tendency and academic performance. But the Results treat addiction tendency as a separate variable; they do not show that gaming’s association turns negative when addiction tendencies are present. The paper compares weekdays with weekends, not times of day, and notes that the addiction association was not always statistically significant. (LLM, conf=0.86)
Experimental — accuracy not yet measuredAfternoon video game use is either not associated with academic performance or positively associated with it.
“This is demonstrated in the several studies analyzing afternoon video game use which find either no association with academic performance (Tak & Catsambis, 2023;Drummond & Sauer, 2020) or a positive one (Islam et al., 2020).”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Islam et al., 2020
The Discussion and Conclusion report a positive association between electronic gaming and academic performance among Australian adolescents, especially for reading. But the study distinguishes weekdays from weekends, not afternoon use; it does not establish the claimed association specifically for afternoon gaming. (LLM, conf=0.88)
Experimental — accuracy not yet measuredStudents with addiction tendencies were almost always negatively affected, whereas effects on non-addicted students were more complex and dependent on other factors.
“Studies such as Islam et al. (2020) were explicit in noting that students with addiction tendencies were almost always negatively affected whereas effects on non-addicted students were more complex and dependent on other factors.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Islam et al. (2020)
The Discussion (page unavailable) reports that adolescents with addiction tendencies had lower academic scores on average, but says the associations were not always statistically significant. The Results and Discussion describe mixed associations for internet use and gaming depending on timing and activity; they do not establish that this pattern applies specifically to non-addicted students. The claim also frames observational associations as students being affected. (LLM, conf=0.85)
Experimental — accuracy not yet measuredSome studies evidenced positive associations between digital reading frequency and reading comprehension in adolescents and college students.
“Some studies evidenced positive associations between digital reading frequency and reading comprehension in adolescents (Botello-Peñaloza & López-Alba, 2014; Duncan et al., 2016; Islam et al., 2020; Jackson et al., 2011; Johnson, 2013; Kong et al., 2022; Wu & Peng, 2017) as well as in college students (Amiama-Espaillat & Mayor-Ruiz, 2017; Chen & Fang, 2013; Mežek, 2013).”
From Do New Forms of Reading Pay Off? A Meta-Analysis on the Relationship Between Leisure Digital Reading Habits and Text Comprehension (2025) · cites this paper as Islam et al., 2020
The Results (‘Internet use and academic performance’; page not provided) report that adolescents who spent 2–4 hours online during weekends were more likely to have higher reading scores. The study measured time spent using the internet, not digital reading frequency, and it does not identify its reading-score measure as reading comprehension; it also reports a negative association for heavy weekday internet use. (LLM, conf=0.86)
Experimental — accuracy not yet measuredSome use of video games has been shown to have a positive effect in certain areas like reading skills.
“some use of video games has been shown to have a positive effect in certain areas like reading skills (Islam et al., 2020).”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Islam et al., 2020
Weekend gaming is positively associated with reading performance.
“Islam et al. (2020) found similar results, positively associating weekend gaming with reading performance.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Islam et al. (2020)
There is a positive association between video game play on weekends and academic achievement.
“Hartanto et al. (2018) and Islam et al. (2020) both found a positive association between video game play on weekends and academic achievement.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Islam et al. (2020)
Depending on the circumstances, the impact of video games on academic achievement could be positive or negative.
“These environmental variables are likely the reason our dataset shows that, depending on the circumstances, the impact of video games on academic achievement could be positive or negative (Hartanto et al., 2018;Islam et al., 2020;Jackson et al., 2011;Ventura et al., 2012).”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Islam et al., 2020
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Altamura, L., Vargas, C., & Salmerón, L. (2025) · Review of Educational Research · doi:10.3102/00346543231216463 · Cited by 59 · see citing works
Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review
Hartman, C., Makanoa, T., Thoms, L., Lowry, A., & Chandler, K. (2026) · Journal of Educational Impact · doi:10.70617/jedi2026017
- Authors
- Islam, M. I., Biswas, R. K., & Khanam, R.
- Affiliations
- University of Southern Queensland (AU)
- UNSW Sydney (AU)
- Corresponding author
- Islam, Md Irteja
- Venue
- Scientific Reports
- Published
- 2020-12-10
- Volume
- 10
- Issue
- 1
- Pages
- 21727-21727
- ISSN
- 2045-2322 (ISSN-L)
- PMC
- PMC7729852
- OpenAlex
- W3112692014
- Cited by
- 63
- References
- 7
- Citations by year
- 2026: 7 · 2025: 7 · 2024: 17 · 2023: 19 · 2022: 9 · 2021: 3 · 2020: 1
- FWCI
- 10.70
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- Scientific Reports (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- Australian Government
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Education › Child Development and Digital Technology
- Social Sciences › Education › Educational Methods and Impacts
- Keywords
- internet use, academic performance, children, adolescents, internet addiction, gaming addiction, reading achievement, numeracy, NAPLAN, parental supervision, self-regulation
- MeSH terms
- Academic Performance, Internet Addiction Disorder, Internet Use, Adolescent, Australia, Child, Cross-Sectional Studies, Electronics, Female, Humans, Male, Surveys and Questionnaires, Video Games
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