Cited by 22Impact of Technology on AdolescentsEducational Games and GamificationDigital Games and Media

THE IMPACT OF VIDEO GAMES ON STUDENT GPA, STUDY HABITS, AND TIME MANAGEMENT SKILLS: WHATS THE BIG DEAL?

Open access
Jordan Weaver, Philip Kim, Richard L. Metzer, Julie M. Szendrey·2013·Issues In Information Systems

Abstract

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.”
  • 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.”

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Research works printed but not linked: 8

  1. Gentile, D. A., & Walsh, D. A. (2002). A normative study of family media habits. Journal of Applied Developmental Psychology, 23, 157-178.
  2. Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Academic Pres: Journal of Adolescence, 5-22.
  3. Gerdes, H., & Mallinckrodt, B. (1994). Emotional, social, and academic adjustment of college students: A longitudinal study of retention. Journal of Counseling & Development, 72, 281-288.
  4. Harris, M. B., & Williams, R. (1985). Video games and school performance. Education, 105(3), 306-309.
  5. Moble, T., Kleimann, M., Rehbein, F., & Pfeiffer, C. (2010). Media use and school achievement - boys at risk?. British Journal of Developmental Psychology, (28), 699-725.
  6. Ogletree, S. M., & Drake, R. (2007). College students' video game participation and perceptions: Gender differences and implications. Sex Roles, 56(7), 537-542.
  7. Organization for Economic Co-operation and Development. (2011). Country note-united states. In Education at a Glance 2011: OECD indicators (pp. 1-10). Paris, France: OECD Publishing.
  8. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self- determination theory approach. Motivation and Emotion, 30(4), 347-363.

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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
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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