RWS - Stemj.full Introduction - Gabay, Adrienne Reyes, Sofia

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Introduction

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

(e.g. Author 1, year; Author 2, year)


and many of them show a relationship with academics specifically the grades of the students,

priorities and time management. (Griffiths, 2002 ; Shaffer, D. W. , 2006)

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

performance, time management, and change of priorities.

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

school unlike those who spend more focusing on their schoolwork.

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

least 8.4 minutes are taken off from studying time.

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

using online or text communication ways.

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?

http://iacis.org/iis/2013/184_iis_2013_122-128.pdf Commented [c8]: Hanging indention

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

https://www.researchgate.net/publication/283568955_A_Study_on_the_Relationship_between_

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

Behavior on Academic Performance of IT College Students. Retrieved from

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

Adolescent Academic Performance in Science, Mathematics or Reading. Retrieved from

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3974676/
Anand, V. (2007, August). A Study of Time Management: The Correlation between Commented [c10]: When do we put the month and the
day? Review APA.
Video. Retrieved from

https://www.researchgate.net/publication/6129331_A_Study_of_Time_Management_The_Corre

lation_between_Video_Game_Usage_and_Academic_Performance_Markers Commented [c11]: Alphabetical

http://sheu.org.uk/sites/sheu.org.uk/files/imagepicker/1/eh203mg.pdf

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.673.1848&rep=rep1&type=pdf

http://digitel2007.cl.ncu.edu.tw/digitelkeynote.pdf

http://www.purefunds.com/fund-misc/GAMR_Research_Paper_exp05132017.pdf

https://sydney.edu.au/stuserv/documents/learning_centre/critical.pdf

https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf

http://jtoomim.org/brain-training/video%20games%20and%20spatial%20cognition.pdf

https://www.researchgate.net/publication/6230585_Relation_of_Adolescent_Video_Game_Play

_to_Time_Spent_in_Other_Activities

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