Gaming frequency and academic performance
DOI:
https://doi.org/10.14742/ajet.1197Abstract
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.Downloads
Download data is not yet available.
Metrics
Metrics Loading ...
Downloads
Published
2008-08-17
How to Cite
Ip, B., Jacobs, G., & Watkins, A. (2008). Gaming frequency and academic performance. Australasian Journal of Educational Technology, 24(4). https://doi.org/10.14742/ajet.1197
Issue
Section
Articles
License
Articles published in the Australasian Journal of Educational Technology (AJET) are available under Creative Commons Attribution Non-Commercial No Derivatives Licence (CC BY-NC-ND 4.0). Authors retain copyright in their work and grant AJET right of first publication under CC BY-NC-ND 4.0.
This copyright notice applies to articles published in AJET volumes 36 onwards. Please read about the copyright notices for previous volumes under Journal History.