Electronic Game Play and School Performance of Adolescents in Southern Thailand
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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Jaruratanasirikul et al and Muñoz-Miralles et al reported an inverse association between video game playing and academic performance.
“Jar uratanasirikul et al 4 1 and Muñoz-Miralles et al 53 reported an inverse association, whereas Kovess-Masfety et al 47 found that high use was associated with 1.88 times the odds of high overall school competence.”
From Association Between Screen Media Use and Academic Performance Among Children and Adolescents: A Systematic Review and Meta-analysis (2019) · cites this paper as [41]
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- Authors
- Jaruratanasirikul, S., Wongwaitaweewong, K., & Sangsupawanich, P.
- Affiliations
- Prince of Songkla University (TH)
- Corresponding author
- Jaruratanasirikul, Somchit
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- 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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