Cited by 58Educational Games and GamificationImpact of Technology on AdolescentsDigital Games and Media

Gaming frequency and academic performance

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Ip, Barry, Jacobs, Gabriel, Watkins, Alan·2008·Australasian Journal of Educational Technology

Abstract

There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency - measured as the amount of time undergraduate students spend playing games in their free time - and their academic performance as measured by their examination marks. Using a sample of 713 students, correlation analyses between gaming frequency and examination performance were conducted for students of varying gaming frequency, study discipline, gender, and general attitudes towards gaming and study. The results reveal that examination marks are in fact negatively correlated with gaming frequency - i.e. frequent gamers generally achieve lower marks than less frequent gamers.

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Authors
Ip, B., Jacobs, G., & Watkins, A.
Affiliations
  • University of Tennessee at Knoxville (US)
  • Swansea University (GB)
Venue
Australasian Journal of Educational Technology
Published
2008-08-17
Volume
24
Issue
4
ISSN
  • 1449-3098 (ISSN-L)
  • 1449-5554
OpenAlex
W1708688110
Cited by
58
References
37
Citations by year
2026: 1 · 2025: 6 · 2024: 3 · 2023: 3 · 2022: 5 · 2021: 4 · 2020: 5 · 2019: 2 · 2018: 3 · 2017: 3 · 2016: 5 · 2015: 3 · 2014: 5 · 2013: 2 · 2012: 3
FWCI
2.93
Type
journal article
Language
en
Open access
Licence
cc-by-nc-nd
Locations
  • Australasian Journal of Educational Technology (publishedVersion, cc-by-nc-nd)
  • Nottingham ePrints (University of Nottingham) (acceptedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
gaming frequency, video games, academic performance, undergraduate students, leisure, study discipline, gender differences

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