Cited by 68Impact of Technology on AdolescentsEducational Games and GamificationDigital Games and Media

Video game addiction and college performance among males: Results from a 1 year longitudinal study

Schmitt, Zachary L., Livingston, Michael G.·2015·Cyberpsychology, Behavior, and Social Networking

Abstract

This study explored the pattern of video game usage and video game addiction among male college students and examined how video game addiction was related to expectations of college engagement, college grade point average (GPA), and on-campus drug and alcohol violations. Participants were 477 male, first year students at a liberal arts college. In the week before the start of classes, participants were given two surveys: one of expected college engagement, and the second of video game usage, including a measure of video game addiction. Results suggested that video game addiction is (a) negatively correlated with expected college engagement, (b) negatively correlated with college GPA, even when controlling for high school GPA, and (c) negatively correlated with drug and alcohol violations that occurred during the first year in college. Results are discussed in terms of implications for male students' engagement and success in college, and in terms of the construct validity of video game addiction.

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Crossref · 10.1089/cyber.2014.0403

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  • Gaming addiction is associated with decreased GPA and poorer educational outcomes across adolescent and university populations.

    “Additional studies show comparable patterns, with gaming addiction associated with decreased GPA and poorer educational outcomes across adolescent and university populations (Schmitt & Livingston, 2015;Toker & Baturay, 2016;Samaha & Hawi, 2020;Yeşilyurt, 2020).”

    From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Schmitt & Livingston, 2015

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References 17 · Cited by 68

Authors
Schmitt, Z. L., & Livingston, M. G.
Affiliations
College of Saint Benedict and Saint John's University (US)
Corresponding author
Schmitt, Zachary L.
Venue
Cyberpsychology, Behavior, and Social Networking
Published
2015-01-01
Volume
18
Issue
1
Pages
25-29
ISSN
  • 2152-2715 (ISSN-L)
  • 2152-2723
OpenAlex
W1995438040
Cited by
68
References
17
Citations by year
2026: 4 · 2025: 3 · 2024: 5 · 2023: 10 · 2022: 5 · 2021: 7 · 2020: 8 · 2019: 4 · 2018: 9 · 2017: 5 · 2016: 7 · 2015: 1
FWCI
24.26
Type
journal article
Language
en
Open access
closed
Locations
  • Cyberpsychology Behavior and Social Networking (publishedVersion)
  • PubMed (publishedVersion)
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 › Sociology and Political Science › Digital Games and Media
Keywords
gaming addiction, university students, male students, academic performance, grade point average, construct validity, first-year students
MeSH terms
Achievement, Adolescent, Adult, Educational Measurement, Humans, Longitudinal Studies, Male, Students, Universities, Behavior, Addictive, Video Games, Young Adult

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