Cited by 39Impact of Technology on AdolescentsEducational Games and GamificationChild Development and Digital Technology

Electronic Game Play and School Performance of Adolescents in Southern Thailand

Jaruratanasirikul, Somchit, Wongwaitaweewong, Kanjarut, Sangsupawanich, Pasuree·2009·CyberPsychology & Behavior

Abstract

Increasing exposure of children and adolescents to electronic media is a worldwide phenomenon, including in Thailand. To date, few studies examine electronic game play in Thai adolescents. Our research describes the prevalence of electronic game play and examines associations between the time spent engaged in electronic game play and school performance of adolescents in Hat-Yai municipality. A cross-sectional study was conducted among 1,492 adolescents from four secondary schools and one commercial college from January through March 2007, using questionnaires for collecting information about demographic data, school grades, and electronic game play behaviors. The prevalence of electronic game play was 75% in boys and 59% in girls. Twenty-two percent of boys and 8.7% of girls played electronic games every day with more than 2 hours per session. The two most common places of game play were at game shops (71%), followed by at their own home (70%). Using linear regression analysis, the "low user or less than 2 hours per session" game players and females were less likely to have school grades below 3.00 with adjusted odds ratios of 0.44 (95% CI 0.25-0.80, p = 0.004) and 0.49 (95% CI 0.30-0.76, p = 0.005) respectively. This study finds that excessive playing of electronic games is associated with school grades below 3.00.

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Crossref · 10.1089/cpb.2009.0035

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Authors
Jaruratanasirikul, S., Wongwaitaweewong, K., & Sangsupawanich, P.
Affiliations
Prince of Songkla University (TH)
Corresponding author
Jaruratanasirikul, Somchit
Venue
CyberPsychology & Behavior
Published
2009-10
Volume
12
Issue
5
Pages
509-512
ISSN
  • 1094-9313 (ISSN-L)
  • 1557-8364
OpenAlex
W2006053172
Cited by
39
References
0
Citations by year
2026: 1 · 2025: 1 · 2024: 3 · 2023: 3 · 2022: 4 · 2021: 1 · 2020: 2 · 2019: 3 · 2018: 4 · 2017: 1 · 2016: 3 · 2015: 2 · 2014: 2 · 2013: 3 · 2012: 1
FWCI
6.50
Type
journal article
Language
en
Open access
closed
Locations
  • CyberPsychology & Behavior (publishedVersion)
  • PubMed (publishedVersion)
Funders
Prince of Songkla University
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, academic performance, adolescents, gaming time, gender differences, southern Thailand, Hat Yai
MeSH terms
Adolescent, Psychology, Adolescent, Age Factors, Analysis of Variance, Cross-Sectional Studies, Educational Status, Female, Humans, Male, Play and Playthings, Regression Analysis, Video Games, Young Adult

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