RWS - Stemj.full Introduction - Gabay, Adrienne Reyes, Sofia
RWS - Stemj.full Introduction - Gabay, Adrienne Reyes, Sofia
RWS - Stemj.full Introduction - Gabay, Adrienne Reyes, Sofia
Video games are a part of the everyday lives of children and teenagers. They are basically
addicted to playing it as it serves as a pastime for them. There are some who say that playing video
games are beneficial for the physical and mental capabilities but there are some who beg to differ.
A video game is played through a manipulation of images depicting different situations on a screen.
These games can be action-packed, adventurous, violent and even educational. The most common
played games up to this date are Grand Theft Auto, Call of Duty, Tekken, NBA-related games and
The Sims. Video gaming involves the movement of human body. An example would be that while Commented [c1]: Any source?
a person is using his or her gaming platform, that person will be needing either a game controller Commented [c2]: ?
or a remote that they will control using their hands or even their whole body and that will serve as
a connection to the game. Many years have passed and there is no denying that technology has
taken over the lives of many. There are lot of people who depend on technology to live their
everyday life and there is no surprise that gaming has conquered the minds of children, teenagers
and even adults. Because of that, there have been a lot of concerns regarding the actual purpose of
playing video games like if it is really just for leisure purpose or maybe there is more to that. It has
been said in a lot of articles or studies that video games may contain positive and negative effects Commented [c3]: Give examples
The effects of video gaming have been linked with the way students perform inside and
outside the classroom. It has been mostly associated with poor academic performance such as
getting low grades and not being able to complete schoolwork. This is probably because video
games are mostly used for entertainment or leisure purposes only. Based on a 2013 study of the Commented [c4]: Who are the authors? Use signal
citation.
impact on video games on students by Weaver, Kim, Metzer, & Szendrey (2013) discusses the
need to determine how frequent gaming affects their academic performance. The researchers’
objective was to make the students aware of the possible effects of playing video gaming too often
and setting aside their priorities in school by finding out how video games can be advantageous or
disadvantageous to them. They hypothesized first that video games have a negative impact on the
way the students perform as gaming serves as a distraction to their studies. With the use of a survey
questionnaire, they were able not only to focus on academic performance but in three different
fields such as student GPA, study habits and time management skills. The team of researchers used
the questionnaire to examine the behavior, attitude and performance of the students towards
learning and video gaming. Another study in 2014 focuses on analyzing how gaming is related to
studying. Their aim was to determine how video gaming can lead to a higher or lower academic
performance. Like the first study mentioned, the researchers hypothesized that gaming can
negatively affect one’s studying routine (Ku, Kwak, Yurov, & Yurova, 2014). They made use of
an online survey that consisted of questions relating to number of gaming hours, number of Commented [c5]: consisted
studying hours, the type of games they play and how gaming affects their studies either negatively
or positively.
The way that video gaming affects grades, time management, priorities can go either way.
Ku, Kwak, Yurov, and Yurova (2014) conducted a study because a billion people worldwide are
playing video games nowadays and also technology started to take over their daily lives. It was
also said that their purpose was to analyze the relationship between college students' gaming
behavior and their academic performance. They got a research model based on their review of
related literature and they tested this model by making a survey study to verify their hypothesis
regarding the benefits that can be harvested when you play video games. In their survey they yearn
to investigate the true influential potential of gaming in the academic performance of IT college
students in particular. Here in this research they made a survey wherein they asked 30 questions
divided into 6 parts that will really enable them to find out a lot of information. These 6 parts are
self-control capability, social interaction, gaming platform, gaming frequency, gaming genres, and
motivation influence to really dig in the details of the effects. Second, with the same research paper
though, they focused on academic performance, they also mentioned gaming frequency and
motivation influence, which are both under time management. Time management is an integral
part of academic performance thought it is not the same with time management. Time management
focuses more on how the gamer uses his time for everything. One the other hand frequency of
gaming is time consumed to solely playing video games. These two have always been linked to
the negative effects of video gaming addiction. In a part of their survey, they asked the gamers on
how frequent they play video games, and it was also asked if their motivation gets affected. Lastly,
social interaction and self-control falls under the same area of priorities. With different people,
there are different priorities but how does video gaming affect one's change of priorities is what
they focused on. In their survey, the social interaction and self-control part consisted of the
questions which will give the information need to see the change of priorities when video gaming
is included. So all in all, in one survey they covered how video gaming affects academic
There have been claims that gaming frequency of the students can affect their grades in
school. According to a survey relevant to the relationship of video game usage and academic
performance conducted by Nasution, Ashraff, and Fathil (2015), the results were divided into four Commented [c6]: four
categories of gamers and it shows four frequent gamers who spend more than seven hours of
playing video games received a general point average (GPA) ranging from 2.00 to 2.99, 5 regular
gamers who play four to six hours that receive a GPA ranging between 2.50 to 4.00, 14 infrequent
gamers who spend 3 hours or less playing video games that receive a GPA ranging between less
than 2.00 to 4.00 and lastly, non-gamers who receive a GPA ranging between 2.50 to 3.49 . Due
to the inconsistency of the different types of gamers depending on their gaming hours and GPA,
the researchers claimed that there is no correlation or whatsoever between playing video games
and the academic performance of the students. In opposition to that, another study claims there is
slight significant difference between those who frequently play video games and those who do not
Based on the data gathered, those who do not often play video games get a GPA of 3.41 while
those who do receive a GPA of 3.22 and when asked regarding how these games affect their grades,
those who do not play claimed a mean response of 1.61 while the latter stated a mean response of
1.88 (Weaver, Kim, Metzer, & Szendrey, 2013). They proposed further that those who spend time
playing video games rather than studying end up getting lower results in their performances in
With reference to time management, those students who frequently play video games do
not get enough sleep which also results in not having enough time to study as well. A mean
response of 1.82 and 2.50 were collected from low video game usage players and high video game
players respectively when asked if these students lacked sleep or skipped classes because of
gaming (Weave et al., 2013). According to Terry, Malik, Sinclair, Fines and Terry (2014), there is
a moderate correlation with regards to the number of gaming hours and academic performance.
They claimed that once the number of hours for playing video games increases, there is a high
possibility that the students will fail to attend class or fall behind their homework. It has also been
suggested that the increase of gaming hours can lead to a decrease in time for studying at home
and academic performance in school (Anand, 2007; Drummond & Sauer, 2014). A study
conducted by Ward (2012) showed that for every additional hour a student plays video games, at
Ku, Kwak, Yurov, and Yurova (2014) made a survey to see how college students are when
influenced by video gaming and to show their results they constructed a table, in here the multiple
regression showed a same residual that was between -2.5 and +2 and there are no outliers. The
relation between all the independent variables is less than .7, but all variables were retained in the
research model. With the data being gathered, they came up with the conclusion that those students
who prefer a personal way of leaning can achieve a higher GPA compared to those who prefer
The studies mentioned share one objective which is to determine the positive and negative
effects of video gaming on the way students perform their tasks. All of studies mentioned so far
concluded that there is no correlation or relationship between video game usage and the academic
performance of the students. This is because of the inconsistent pattern of results gathered from
the survey questionnaires. The previous studies lacked questions regarding if video gaming has
any positive or negative effect on the academic performance of the students and if so, they did not
state it. They only made the conclusion about the connection between the two variables without
stating the reason. Although video games are seen as a form of leisure, entertainment and even a
recreational activity, it will still come out as a distraction to more important things in life such as
work or studies. Nowadays, mostly students are seen playing video games such as GTA, Pokemon
Go, League of Legends and many more and this seems divert their attention from what is more
important: their studies. Like the studies mentioned above, video gaming can impact studying both
negatively and positively. The researchers of the study would like to answer the question regarding
how playing video games affects academic performance. The objective is to determine the
relationship of video gaming and education through determining the possible effects of gaming on
the way the students perform. The significance of this study is that it will make the senior high
school students aware of benefits and risks of playing video games on their grades, priorities and
time management.
REFERENCES:
Weaver, J., Kim, P., Metzer, R. L., & Szendrey, J. M. (2013). THE IMPACT OF VIDEO
GAMES ON STUDENT GPA, STUDY HABITS. Retrieved from Commented [c7]: All caps?
Terry, M., Malik, A., Sinclair, D., Fines, C., & Teryy, S. (2014, August). Factors That
Affect Academic Performance in Grade Nine. Retrieved from Commented [c9]: Review capitalization.
http://www.ijhssnet.com/journals/Vol_4_No_10_August_2014/1.pdf
Nasution, A., Ashraff, M., & Fathil, M. (2015, December). A Study on the Relationship
between Video Games and Student's Academic Performance in IIUM. Retrieved from
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Video_Games_and_Student's_Academic_Performance_in_IIUM
Ku, C. H., Kwak, M., Yurov, K., & Yurova, Y. (2014). A Study of the Influence of Gaming
http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1181&context=amcis2014
Drummond, A., & Sauer, J. D. (2014, April 3). Video-Games Do Not Negatively Impact
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3974676/
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