THE IMPACT OF VIDEO GAMES ON STUDENT GPA, STUDY HABITS, AND TIME MANAGEMENT SKILLS: WHATS THE BIG DEAL?
Open accessAbstract
Playing video games has become one of the largest leisure activities in the world.This study examines the effects video games have on college students, their grade point averages, time management, and study habits.Existing literature has linked video game usage as being negatively correlated with each of these three variables.This research, using a sample of the undergraduate student population at a private university in northeast Ohio, found a statistically significant correlation between video game usage and grade point average.Statistically significant relationships were not found between video game usage and the variables of time management skills or study habits.It is important that college students are aware of these possible negative effects of video game usage on their academic performance.This research can serve as a foundation for future research on the impact of video game playing and student performance.
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College students who reported playing more than 13.38 hours of video games every week had a significantly lower GPA than students with less playtime.
“Weaver et al. (2013) found that college students who reported playing more than 13.38 hours of video games every week had a significantly lower GPA than students with less playtime.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Weaver et al. (2013)
High-usage video gamers had an average GPA of 3.22, whereas the low-usage category had an average GPA of 3.41.
“They found that this high-usage category of video gamers had, on average, a GPA of 3.22, whereas the low-usage category had an average GPA of 3.41.”
From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Weaver et al. (2013)
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Cites
Effects of time-management practices on college grades.
Britton, B. K., & Tesser, A. (1991) · Journal of Educational Psychology · doi:10.1037/0022-0663.83.3.405 · Cited by 858 · cited 6× · see citing works
“Britton and Tesser [2] explain that " 67% of students at a particular university report that their greatest personal need (of 40 needs on a checklist) was to 'manage my time more effectively' " (p. 406).”
BackgroundInfluentialChildren and video games: addiction, engagement, and scholastic achievement.
Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009) · CyberPsychology & Behavior · doi:10.1089/cpb.2009.0079 · Cited by 270 · see citing works
Flagged first, then by citations
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Cited by
Sorted by citations
An empirical study on gender, video game play, academic success and complex problem solving skills
Dindar, M. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.05.018 · Cited by 101 · see citing works
Gnambs, T., Stasielowicz, L., Wolter, I., & Appel, M. (2020) · Psychology of Popular Media · doi:10.1037/ppm0000204 · Cited by 35 · see citing works
Tak, S., & Catsambis, S. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11638-3 · Cited by 13 · see citing works
Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review
Hartman, C., Makanoa, T., Thoms, L., Lowry, A., & Chandler, K. (2026) · Journal of Educational Impact · doi:10.70617/jedi2026017
- Authors
- Weaver, J., Kim, P., Metzer, R. L., & Szendrey, J. M.
- Venue
- Issues In Information Systems
- Published
- 2013
- ISSN
- 1529-7314 (ISSN-L)
- OpenAlex
- W2288423691
- Cited by
- 22
- References
- 2
- Citations by year
- 2025: 2 · 2024: 2 · 2023: 2 · 2022: 2 · 2021: 4 · 2020: 2 · 2018: 4 · 2017: 2 · 2016: 1 · 2015: 1
- FWCI
- 2.06
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- cc-by-nc-nd
- Locations
- Issues in Information Systems (publishedVersion, cc-by-nc-nd)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- 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
- video games, grade point average, academic performance, study habits, time management skills, university students, leisure
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