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Effects of Video-Game Ownership on Young Boys’ Academic and Behavioral Functioning: A Randomized, Controlled Study
Abstract
Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an "ongoing study of child development." After baseline assessment of boys' academic achievement and parent- and teacher-reported behavior, boys were randomly assigned to receive the video-game system immediately or to receive the video-game system after follow-up assessment, 4 months later. Boys who received the system immediately spent more time playing video games and less time engaged in after-school academic activities than comparison children. Boys who received the system immediately also had lower reading and writing scores and greater teacher-reported academic problems at follow-up than comparison children. Amount of video-game play mediated the relationship between video-game ownership and academic outcomes. Results provide experimental evidence that video games may displace after-school activities that have educational value and may interfere with the development of reading and writing skills in some children.
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“Weis and Cerankosky (2010) found similar results, finding that there was a significant negative correlation between the ownership of a video game console and academic functioning.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Weis and Cerankosky (2010)
In the citing paper
“While the research available suggested either neutral or negative relationships, the small number of studies prevents generalization across this age group (Mößle et al., 2010;Weis & Cerankosky, 2010;Fabris et al., 2019).”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Weis & Cerankosky, 2010
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Genre Differences in Soft Skills Perception and Video Game Usage in the University of Extremadura
Alloza, S., Escribano, F., López, Ó. R. G., & Mateos, M. B. (2021) · Advances in human and social aspects of technology book series · doi:10.4018/978-1-7998-8089-9.ch003 · Cited by 2
Gorman, T. E., & Green, C. S. (2017) · Elsevier eBooks · doi:10.1016/b978-0-12-809481-5.00006-7 · Cited by 2
Seok, S., & DaCosta, B. (2017) · Journal of Educational Technology Development and Exchange · doi:10.18785/jetde.1001.04 · Cited by 2
“Similarly, Weis and Cerankosky (2010) noted that the U.S. males in their study who had received game consoles spent more time playing and less time on academics, resulting in lower reading and writing scores compared to those without consoles.”
BackgroundReyes, M. R., & Lopez, A. V. (2020) · Humanities & Social Sciences Reviews · doi:10.18510/hssr.2020.8426 · Cited by 2
“Researchers claimed that an individual have low selfesteem have a higher probability to engage in online gaming (Davis, 2001; King & Delfabbro, 2014; Weis & Cerankosky, 2010).”
BackgroundNavigating Emergency Remote Teaching During the COVID-19 Pandemic
Chaudhuri, P. (2022) · Advances in mobile and distance learning book series · doi:10.4018/978-1-7998-9004-1.ch001 · Cited by 2
Shalash, R. J., Arumugam, A., Qadah, R. M., & Al‐Sharman, A. (2024) · doi:10.56984/8zg56084pd · Cited by 2
Tonioni, F. (2013) · Springer eBooks · doi:10.1007/978-88-470-2817-3_4 · Cited by 2
Computer Gaming and Test Scores: Cross-Country Gender Differences Among TeenagersPreprint
Algan, Y., & Fortin, N. M. (2016) · SSRN Electronic Journal · doi:10.2139/ssrn.2889679 · Cited by 2
“10This strategy has been used to study the impact of video games consoles on boys (Weis and Cerankosky, 2010).”
MethodHaapala, E. A. (2015) · UEF eRepo (University of Eastern Finland) · Cited by 2
Stokke, S. S., Stenseng, F., Morin, A. H., Hygen, B. W., Wichstrøm, L., Steinsbekk, S., Dybendal, B. H., & Skalická, V. (2025) · Media Psychology · doi:10.1080/15213269.2025.2576017 · Cited by 1
“There is a widespread belief that extensive digital gaming may negatively impact students’ academic achievements, a view supported by several studies (e.g., Gnambs et al., 2020; Hartanto et al., 2018; Weis & Cerankosky, 2010).”
RISK FACTORS OF INTERNET GAMING AMONG FILIPINO STUDENTS
Reyes, M. R. (2020) · Humanities & Social Sciences Reviews · doi:10.18510/hssr.2020.8424 · Cited by 1
“Availability and ease of access to gaming activities and devices essentially ruled the gaming behaviour of the gamers (Weis & Cerankosky, 2010).”
BackgroundDevelopment of Intelligence in the Context of Digital Media Use
Lindenberg, K., & Basten, U. (2022) · Springer eBooks · doi:10.1007/978-3-031-04198-3_9 · Cited by 1
al, F. J. E. (2023) · Pakistan Journal of Medicine and Dentistry · doi:10.36283/pjmd12-2/004 · Cited by 1
Metadata
- Authors
- Weis, R., & Cerankosky, B. C.
- Affiliations
- Denison University (US)
- Corresponding author
- Weis, Robert
- ORCID
- Weis, Robert
- Venue
- Psychological Science
- Publisher
- SAGE Publications
- Published
- 2010-02-18
- Volume
- 21
- Issue
- 4
- Pages
- 463-470
- ISSN
- 0956-7976 (ISSN-L)
- 1467-9280
- OpenAlex
- W2126721489
- Cited by
- 127
- References
- 30
- Citations by year
- 2026: 3 · 2025: 6 · 2024: 3 · 2023: 12 · 2022: 9 · 2021: 12 · 2020: 8 · 2019: 5 · 2018: 7 · 2017: 7 · 2016: 9 · 2015: 14 · 2014: 15 · 2013: 3 · 2012: 8
- FWCI
- 25.59
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Psychological Science (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Social Sciences › Education › Child Development and Digital Technology
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- video games, young boys, academic performance, reading skills, writing skills, after-school activities, behavioral problems, child development, mediation, screen time
- MeSH terms
- Achievement, Child, Follow-Up Studies, Humans, Leisure Activities, Male, Reading, Social Behavior, Writing, Video Games
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