The Effect of Online Game Addiction On Children and Adolescents' School Success
The Effect of Online Game Addiction On Children and Adolescents' School Success
The Effect of Online Game Addiction On Children and Adolescents' School Success
The Effect of Online Game Addiction on Children and Adolescents’ School Success
JULY 2019
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Acknowledgement
First of all I would like to express special gratitude to my supervisor Dr. John McAlaney for his supports.
It was great privilege and honor to write a dissertation under his guidance.
I am thankful to my family for their endless support and help. Also I would like to thank my friends who
supported me.
Lastly, I am extemely grateful to my parents.But most to my mother, for her love,caring and sacrifices for
educating and preparing me for my future. Also she give me opportunities and experiences that have
made me who I am.I can’t thank her enough, she encouraged me to explore new directions in life. I
Abstract
While children, young individuals may often be hard to motivate to commit time, energy,
and other resources to academic affairs. Adolescents are none the more different in this regard,
especially when far more interesting alternatives emerge. Online games that are the product of
However, the interaction of many young people with these software products becomes intensive,
so much so that there comes a point when they would skip lessons before they would miss the
chance of plunging into the vibrant, super realistic world of online games. Absenteeism and
excessive game time lead to the procrastination of scholastic tasks, which reduces the probability
engagement that consists in relations among students and between students and the teacher who
struggles to connect with detached gamers who grow increasingly isolationist by forfeiting social
contacts and support that could help them recuperate from the addictive habit and put themselves
back on track in the academic regard. The dissertation examines the studies centered on the
correlation between such principal variables as addiction to online games and scholastic
performance/success. A focus was made on Turkey based studies due to their prevalence in the
recent scientific discourse and an interest in gaming addiction and its effect in a region
1. Introduction
individuals and the nation overall as it determines how both will fare. Now that the world has
gone increasingly digital, such performance has been put to the test, with games being developed
and made accessible in the internet. This tempts school students of whatever age to test the
attractive products of software developers setting the young audience amazed with the quality of
reality reproduction or ephemeral worlds that materialize the artistic vision of creative
developers. While many students turn out able to balance between online games and education,
some students do not match others in this ability, which leads them to commit more of their time
academic tasks and the loss of studying motivation, which bids fare to affect the likelihood of
Unfortunately, this addiction falls under the category of gaming disorder that, according
or digital gaming), which may be offline or online. The disorder can present itself through the
priority given to gaming, such that daily activities and other life interests become marginal, and
impaired control over gaming, including its context, termination, duration, intensity, frequency,
and onset (Lopez-Fernandez, 2019). If the disorder does affect the academic success of many
students, qualified labor may be in short supply that is needed to keep national economies going
to ensure national security and social welfare; therefore, the danger posed to the economy,
society, and national security by excessive gaming is the chief reason for the topic to have been
chosen.
To examine the relationship between addiction to online games and the academic success
of children and adolescents, a sample of empirical studies was put together. The choice fell on
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five articles in the sample for a number of reasons, such as the focus of the dissertation on recent
scientific publications, the idea being to present the most up-to-date state of the research opinion.
This led to the search scope being narrowed down more to studies based in Turkey, which is the
region richly represented in the latest studies. Besides, the country posed an interest to the study,
for it was important to identify the effect of gaming in what is a yet-developing nation with less
sufficient technology penetration, with India chosen for the same reason.
Research question: Does addiction to online games affect the academic performance and
Thesis statement: addiction to online games can tell negatively upon the academic
2. Literature Review
Being proceeding to the compilation of sources, library research methods were studied
the better to perform the search that would yield recent and reputed empirical studies. Princeton
University Library (2019) offered an excellent insight into library research methods reporting
there to be different approaches, including but not limited to keyword searches, citation searches
in scholarly sources, searchers through published bibliographies, and searches through people.
All of these were applied to varying degrees. Thus, for example, the search through people
sources that implies verbal contacts allowed approaching fellow students and mentors to gain a
better understanding of where it is that one should look for recent studies centered on the
problem in question. This gave the names of two important databases, such as National Center
for Biotechnology Information and the Institute of Education Sciences that were applied in
addition to the Google search engine that helped find the remaining studies. The search via
contained links to original research articles. Citation searches also proved useful by enabling the
search of original studies via the copied fragments of article contents, which gave access to
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otherwise largely inaccessible studies that were hard to find, since the keyword search often
would not return sought-after results. The keyword search method made the use of extra
techniques like searchers through published bibliographies relevant over its periodic instability
despite diverse keyword variations being used, such as “online game addiction effect on school
study. The following study aimed to design OGAS or the Online Game Addiction Scale, in
addition to studying its properties. The goal was for the researchers to identify if the scale was a
Başol, G., and Kaya, A.B. (2018). Motives and consequences of online game addiction: A scale
development study.
Study sample. Study authors compiled a sample numbering 465 students involving the
residents of Sivas and Corum Provinces based in Central Anatolia interviewed in the 2012-2013
academic year. This notwithstanding, the sample was later reduced to 327 participants due to
questionnaire completion quality issues. Although addicted to gaming to varying degrees, the
young individuals did not fall under the category of diagnosed patients with online game
addiction. Although the sample is not homogenous in gender terms, the two sexes are not
proportionally represented, with 302 and 25 boys and girls respectively selected for the study.
Percentage-wise, the numbers are equivalent to 92% and 8% of boys and girls respectively (see
the assessment of the legitimacy of the gender-based sample composition in the limitation &
weaknesses subchapter). Study sample description offers a more elaborate breakdown of the
school students involved, reporting there to be 55 or 17% of 12th graders, 70 or 21% of 11th
graders, 46 or 14% of 10th graders, and 156 or 48% of 9th graders (Başol and Kaya, 2018).
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Methods. As far as sample assembly methods are concerned, purposive sampling was
applied (Başol & Kaya, 2018), which is understood to imply the purposeful or intentional
selection of participants (Macnee & McCabe, 2008). The shared characteristic justifying the
selection of the current research sample members is, apparently, addiction to online games as
well as their age. Apart from sample assembly methods, the study also does well to list the
approaches to getting its validity verified. A 69-item draft scale was reported to have been
employed for the evaluation of study reliability and validity. Test-retest reliability, Spearman-
Brown split-half reliability, and Cronbach’s alpha coefficient were applied to evaluate reliability,
while construct validity was subject to assessment via the exploratory factor analysis (Başol &
Kaya, 2018).
Findings. It was found that OGAS or the Online Gaming Addiction Scale was a reliable
and valid instrument with adequate psychometric properties. Since the addiction scale has been
excessive online gaming does lead to psychological health impairment. As such, the diagnostic
tool will be able to gauge the extent of the psychological effects of gaming addiction that is
hyperactivity disorder. Psychological factors are considered the strongest risk factors for online
gaming addiction, as follows from Başol and Kaya (2018). While no apparent link is built by
Başol and Kaya (2018) between adverse psychological effects and academic performance in the
context of the study, the tool found by the researchers to be reliable examines the degree of
psychological impact of excessive gaming that does lead to poor academic performance, as
follows from Colomer, et al. (2017) that confirmed the correlation between
impulsivity/hyperactivity and lower academic achievement and Ruz, Al-Akash, and Jarrah
(2018) who confirmed a role of depression and anxiety in academic achievement reduction and
absenteeism.
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Strengths. The scholars sought to ensure research accuracy and ensure they did, based on
a number of study characteristics, one being that a large number of scales were found valid. To
be more precise, 327 of 465 questionnaire forms qualified as valid based on the quality of their
completion by students. Furthermore, the sample was kept clean in the sense that any ambiguous
elements found themselves dropped. As acknowledged by the researchers, they thought fit to
remove the scale with the excessive number of repetitive, contradictory, and missing answers
from the final data set. The expert opinion of two academicians was sought who studied online
gaming and who consulted the study authors as regards the relevance of rendering individual
items excluded, which led to 34 scale items being removed and the number of items in the final
draft being brought down to 69. Furthermore, the sample size adequacy was measured via
Kaiser-Mayer-Olkin (KMO) test and confirmed with the value of 0.92, which means that the
sample size was adequate (Başol & Kaya, 2018). Overall, the study features the application of
The value of the study and its ability to contribute to the existing knowledge depended
much on the addictive nature of gaming, which the selected students were expected to show.
That many students have provided a definitive answer regarding the number of hours a day they
precision. Thus, for example, as many as 58% of participants disclosed that they played for
upwards of 2 hours per day; an estimated 46% of those taking part acknowledged they were
gaming for 6 hours running, that is, without putting their activity on hold, whereas a remaining
61% of respondents suggested that it sometimes could be that they played for 4 straight hours.
This is to suggest that research authors proved able to get respondents to specify what could be a
critical study variable in the form of the time committed to online games. When it comes to other
approaches to ensuring proper accuracy, the researchers admittedly abided by the Helsinki
Declarations (Başol & Kaya, 2018) that is a range of ethical principles concerning human
experimentation developed for the medical community (Ng, 2014). By having the study guided
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by the ethical considerations of the document, the study authors kept participation voluntary and
looked to it that interviewees might not have to face personal questions or participation stimuli,
which, undoubtedly, further ensured accuracy, since, when not pressed, respondents tend to
provide well-though-out answers and fill in the whole form, without leaving a question
unanswered. Such accurate answers are key to the production of results that reflect the genuine
gaming addiction status quo rather than a distorted state of affairs delineated by respondents who
are quick to answer if only to make quick work of the questionnaire form.
Limitations & Weaknesses. The study authors reported no limitations encountered in the
course of study performance. This is not to imply that the study is flawless, which it is not due to
there being potential weaknesses, of which one may be its geographic focus. The scholars may
have been wrong to target Turkey as a focus country as it may seem technologically inferior to
many other states. As per Statista (2019), it has 56 million users. Relative to the population data
put at 81,3 million as of 2018 by the CIA (2019), only two thirds are internet users, which is the
share of those exposed to the technology. On the other hand, the country of sample origin cannot
be deemed a weakness, since the technology penetration factor cannot influence the outcome of
the research that is aimed at the identification of how gaming addiction correlates with academic
results displayed by participants rather than the measurement of the proportion of addiction to
online gaming for the subsequent comparison of the result with the ones obtained in other
countries. The same holds good for the size of the sample that is below five hundred subjects.
While a comprehensive, reliable research may be that, which puts together large samples, the
focus of the researchers was to identify the causative-consecutive link between addiction to
online games and academic performance deterioration rather than the addiction scope; still, if
larger, the sample, could indicate more accurately whether the adverse effect is more
The study did not pick an equal number of participants in the way of gender, which likely
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demonstrates the failure of researchers to access both genders in equal measure, and which
cannot be justified by the greater prevalence of the male gender in the demographic composition
of Turkey (since the nation enjoys a gender parity, as seen in female society section standing at
50,78% as of 2016 (Trading Economics, 2019) and since genders are rather equally represented
in children and adolescents’ age groups in the Turkish society, with 10,085,558 males and
9,627,967 females in 0-14 age cluster and 6,589,039 males and 6,311,113 females in 15-24 age
group (CIA, 2019)), although it can be by the blockade of females from an access to education
opportunities due to Turkey’s moderate, albeit persistent conservatism and Islam influence.
Demiray (2015) confirmed that the country sat 108th on the 135-country list ranking nations
based on access to education by women. For the researchers to have focused on the male gender
may be down to such a factor as a greater access to computer games determined by social roles
that leave females laden with household chores and offer little room for entertainment. Dedeoglu
(2012) believes the conservative social order in Turkey to have been historically keeping the
gendered division of labor alive, which holds males accountable for the breadwinning function
and females responsible for domestic work (as cited in Kazanoglu, 2019). Still, lesser access to
games cannot justify a very mediocre segment of female students in the sample any more than
the social distribution factor can. Neither has it been found across many reviewed sources that
online games are tailored predominantly to the male audience, with developers catering to both
procrastination and school attachment in adolescents. The goal of the study was to examine
the correlation between the internet (online gaming) addiction of adolescents and school
Demir, Y., and Kutlu, M. (2018). Relationship among internet addiction, academic motivation,
Study sample. Study sample is composed of high school students residing within the
physical confines of the Elazığ province. An aggregate of 689 students was chosen. The gender
breakdown shows that the sample contains 306 and 383 male and female students, which is
otherwise equivalent to 44,4% and 55,6% of males and females respectively. These students do
not belong to the same age group as 134 or 19,4% are 12th graders, 205 or 29,8% are 11th graders,
169 or 24,5% are 10th graders, and 181 or 24,3% of students are 9th graders. The composition of
the sample based on the addiction extent shows that 41 or 6,6% of students use internet for 7-
plus hours, 65 or 9,4% for 5-6 hours, 199 or 28,9% for 3-4 hours, and 237 or 34,4% for 1-2
Methods. The sampling phase of the study involved the use of the stratified sampling
technique, with the population split into three sublayers based on school types and the
addiction required the use of specific approaches, such as School Attachment Scale for children
and adolescents (SAS), Academic Procrastination Scale (APS), Academic Motivation Scale
(AMS), and Young Internet Addiction Test- Short Form (YIAT-SF). AMOS 18.0 and SPSS 21.0
package programs were utilized at the stage of study data analysis. In Amos package program,
the maximum likelihood method was employed. Confirmatory Factor Analysis (CFA) was used
motivation, and internet addiction variables at the stage of data analysis (Demir and Kutlu,
2018).
Findings. As a result of the research, it was concluded by Demir and Kutlu (2018) that
internet addiction was a generic addiction that comprised other internet dependencies, including
online gaming and social media addiction types. More specifically, the standardized regression
coefficient between academic motivation and internet addiction was found to be -24, which
demonstrates that internet dependence tends to influence academic motivation in a negative way
and serves as significant and negative predictor of the motivation. The standardized regression
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coefficient between academic procrastination and internet addiction was identified as equal to .
36, which implies that the procrastination is positively influenced by dependence on the internet
that acts as its considerable and positive predictor. Furthermore, the standardized regression
coefficient between school attachment and academic motivation was estimated as .20, which
indicates the positive influence of academic motivation on school attachment. The United States
Centers for Disease Control and Prevention (2009) clarified that school attachment referred to
the conviction by students of school peers and adults caring about them as individuals as well as
their learning (as cited in Furlong, Gilman, & Huebner, 2014). It was further found via the
standardized regression that the coefficient between school attachment and academic
procrastination amounted to -.31, which implies that school attachment is negatively influenced
by academic procrastination.
Strengths. There are no apparent strengths allowing the study to stand out except that,
apart from documenting its findings, Demir and Kutlu (2018) linked them to previous studies
(see the discussion chapter for information on relation to other studies), which allows gaining a
deeper understanding of the research subject through the consultation of earlier researches. This
link does much to add credibility to the study and show readers the mainstream scientific
opinion.
Weaknesses. Only a small segment of the sample includes heavy internet users.
Adolescents using the internet for 7 and 5-6 hours constitute only 6,6% and 9,4% of study
participants respectively (Demir & Kutlu, 2018). Furthermore, it is impossible to tell for certain
how much time is committed to different types of internet activities, since the use of the world
web may involve standard browsing, social media communication, online gaming, and a range of
other activities. Thus, the study is overly generalized in the way of internet activities, in which
Limitations. Being a cross-sectional study that it is, the research is restricted to a single
period, which may affect the examination of the impact of internet addiction on school
attachment that may best manifest itself when examined over a long period.
Study 3: Video games use among schoolchildren and its impact on the study habits.
The current study looked to examine the prevalence of video game use by schoolchildren along
with the effect it has on their study habits, which can come in the form of mental health problems
Navaneetham, J., and Chandran, J. (2018). Video games use among schoolchildren and its
Sample. To put together the audience of study, Navaneetham and Chandran (2018)
targeted high schools in the city of South Calicut that has an estimated 88 schools that are aided
or otherwise. Two aided non-boarding schools following English medium of instruction were
used for students’ selection, with 8th and 9th graders chosen whose age ranged from 13 to 16
years. A more detailed age-based breakdown shows that there were 0,5%, 4%, 38,5%, and 57%
of those aged 16, 15, 14, and 13 years. Around a fifth of participants or 21% lived in single-child
families, whereas a remaining 79% had younger or elder sibling(s). The researchers saw fit to do
so much as look into the birth order of students involved in the sample, with it being found in the
process that 29% of students were a last child in the family, 11% were middle-born, and 47%
were first-born children. One of the selection criteria was the ability to read and write in English.
The initial sample composed of 210 students who proved willing to participate had to be reduced
to 200 students over the varying extent of questionnaire form completion by the interviewees
which inquired about family details, personal details, study habits, leisure time, and video game
use. A researcher interacted with students in the classroom in the course of the first session.
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After rapport being established, the researcher proceeded to clarify the purpose and outcome of
the study and received students’ participation consent. Teachers helped split student volunteers
into small groups and provided questionnaire forms to fill. To process students’ interview input,
the researchers utilized a video game addiction scale with 10 questions in an effort to evaluate
the attitude towards and nature of video games, leisure time activities, video game use frequency,
and the length of engagement with the video gameplay, which were reportedly evaluated on a 4-
point scale. Used was also a study habits checklist adopted from the “Student Enrichment
Programme.” The checklist composed of 20 closed-ended questions with two exact response
variations of “yes” or “no,” which allowed evaluating students’ study habits. The application of
descriptive analysis enabled the description of participants’ gaming conduct, demographic and
social information, and the prevalence of probable gaming addiction, as gauged by the video
Findings. Navaneetham and Chandran (2018) found that 44,5% of sample members did
not play video games. An estimated 18% of students used video games for entertainment.
Gaming pathology applies more or less to 20% and 17,5% of students who committed excessive
students played for half an hour on a daily basis; 31% were found to play between 1 and 2 hours
daily; 19% were playing for video games for over 3 hours. It was clearly found that students who
played excessively and who were addicted had more issues associated with study habits, unlike
Strengths. Since many a study focuses on Turkey presenting the findings of the
game/internet addiction on local school students, the scrutiny of the correlation between
dependence and scholastic success in India is a proper attempt at the ethnic diversification of the
focus group. Another strength relates to the efforts to boost study accuracy, as seen in the
decision of its authors to scrap as many as 10 forms that were found incomplete following their
submission by students. Last but not least, legality detailed elaborately by its authors is
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characteristic of the study. Navaneetham and Chandran (2018) reported to have received ethical
approval from the Department of Psychiatric Social Work of the National Institute of Mental
Health and Neurosciences. Both schools obtained the letter of permission. Parents were also
informed about the study along with its implications and provided with consent forms, which
they sent to school headmasters (Navaneetham & Chandran, 2018). It follows therefrom that one
of the strengths is the legality of results that are unlikely to be delegitimized, which can follow
the submission of a complaint by parents if its organizers fail to elicit consent for children’s
involvement.
Weaknesses & Limitations. Since students knew about the upcoming tests, which likely
prompted some of them to prepare “less compromising” answers to what could expose their
harmful gaming hobby and leave them gameless for weeks, the lack of spontaneity may have
interfered with the veracity of answers that would reflect a precise status quo in terms of gaming
habits, which is key to the establishment of how exactly a certain amount of gaming time
influences scholastic performance. Student had research purpose and outcomes explained by the
interviewer before questionnaire forms being handed out, which gave them to understand that
questions may yield answers that can have entertainment-affecting and disciplinary outcomes
back at home, which may have led to a truth concealment strategy or the question-skipping
participation behavior that led to 10 forms being incomplete, which required their removal from
the final sample. Informing participants about research purpose and implications is, by far, an
inevitable limitation that no study can avoid that expects to obtain results in an ethical and legal
way. Researchers have no way of implementing interviewing, without securing the consent of
participants and/or their related guardians. There is more to study weaknesses than this.
opportunities to offer that seem to have been overlooked though. The study identified the age
group of fathers, the income characteristics of families, from which children came, and even the
extent, to which families were nucleus or complete. While these may seem but background
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details, there are deeper implications therein in that they can give an insight into the affordability
of computers and games even despite India having the piracy rate estimated by Kelly and
Williams (2014) at 63%, since richer users can be expected to buy licensed products. The more
expensive games are, the more realistic and popular they should be, which makes them more
conducive to addictive habit formation ability, which is what the mentioned background details
could have revealed if studied properly by the scholars. This can allow verifying the veracity of
the relationship between addiction and access to gaming-enabling computers and show if the
identified level of addiction prevalence correlates with the socioeconomic status and the general
Furthermore, the researchers themselves made study limitations known reporting that it
was on video and internet gaming in general rather than internet gaming that the focus lay
(Navaneetham & Chandran, 2018). There is a good reason for the study authors to be skeptical
about the novel nature of their research, inasmuch as they have unique features that relate
directly to the probability of addictive gaming behavior formation. Matz (2013) explained that
the best part of online games was multiplayer in nature, which presupposes the availability of
competition. Many an individual is driven to secure victories and become the best while gaming.
There is social recognition and pride at being at the top of the “high scores” leaderboard (Matz,
2013). Thus become games a compensatory mechanism that allow users to make up for the lack
of classroom recognition by peers and teachers that may be the case prior to the acquisition of an
interest to gaming and its pathological evolution into a psychological addiction as a result of
excessive routine game experience. Addiction, in turn, can lead to the complete loss of control of
the academic affairs and withdrawal from the familiar social circle. Yet again, online games can
offer an escape avenue. Matz (2013) explained that multiplayer games can be a social experience
regardless of whether one puts together cooperative teams or squares off against other players.
For some individuals, games are a causal way to while away the time and share social
experiences with family and friends (Matz, 2013). Moreover, plenty of online games launch the
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online communities of their own, while others may come to integrate the existing real-life
communities of players into the virtual world (Kopia, 2019). Since users get to socialize with the
likeminded, fellow gamers will not reject them until probably beaten in a competition-driven
game, yet the percentage of gamers who will not suffer others to overcome them is unlikely to be
significant. Addicted gamers can develop friendship bonds with their peers, since the game topic
dominating their conversation themes is unlikely to scare them off. Standard computer or
console games not equipped with the multiplayer option do not have benefits like the sense of
competition, recognition, or social contact with the likeminded to offer. Online games seem to
recreate a virtual reality that may be hard to leave to commit any portion of time to academic
endeavors. Therefore, online games with their multiplayer formats are a far better focus than
standard games that may not prompt the comparable extent of dependence on the part of students
due to the mentioned benefits, which is reason to enough to think the generalized focus of the
As further acknowledged by the researchers, the current study does not rest upon
structured psychiatric interview and diagnostic criteria for internet gaming disorder
(Navaneetham & Chandran, 2018). Nordgaard et al. (2012) defined a structured interview as
that, which is composed of predetermined questions that are presented in a fixed sequence and
that generate diagnostic information based on the observations of interviewers and the responses
of patients. Interviews lay visible syndromes and symptoms that meet certain diagnostic criteria
(Nordgaard et al., 2012). While the study authors deem the non-use of the diagnostic tools a
limitation, it may not necessarily be so, for the study was oriented towards the identification of
games’ effect on study habits, which means that it was interested primarily on the exploration of
the second element of the causative-consecutive correlation between computer games and their
scholastic impact, without it being equally important to make a study-based attempt at delving
into the manifestation of addiction, still less its etiology or origin. As for other perceived
limitations, Navaneetham and Chandran (2018) acknowledged that the standardized scales with
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good psychometric properties had not been employed. Some of the parametric tests like Scheffe
multiple range test, goodness of fit test, and post hoc test were not utilized as the data were not
skewed. Cross-sectional studies did not have the data needed to understand the amount of time
engagement among adolescents. The following study seeks to establish the link between
(2013) referred to school engagement as the relationship of students with rules, peers, and
School engagement can make itself observed in the willingness to obtain skills and complete
tasks, response to the environment and people, and participation in school activities.
Taş, I. (2017). Relationship between internet addiction, gaming addiction, and school
Study sample. Adolescents visiting high schools in Gaziantep province shape the
research population of the study while the sample is constituted by 365 adolescents who studied
at an Anatolian high school in Gaziantep in the academic year 2015-2016. In terms of gender,
140 and 225 students were males and females, which is equivalent to 38,4% and 61,6%. The
twelfth grade was represented by 20 or 5,5% of students, while the eleventh, tenth, and ninth
grades were by 201 or 55,1%, 67 or 18,4%, and 77 or 21,1% of students (Taş, 2017).
Methods. The article by Taş (2017) described the interview method as applied for data
collection, with the scale forms applied to students in the high school chosen based on the
accessibility criteria. The study lists a number of data collection instruments, including personal
information form containing a range of variables, including internet use longevity, parental
addiction, the scale designed by Lemmens, Valkenburg, and Peter (2009) and adapted to the
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Turkish language by Ilgaz (2015) was utilized (as cited in Taş, 2017). The scale is composed of
21 items and 7 factors. For scoring in the scale, 5-point Likert type grading was applied. the
grading is provided with the choices of “very often,” “often,” “sometimes,” “scarcely,” and
“never.” The researcher claimed to have utilized first- and second-level confirmatory factor
analyses for testing the construct validity of the scale. In order to measure school engagement for
children and adolescents, the study made use of the scale designed by Hill (2015) and adapted
into Turkish by Çakar and Karataş (2014). The scale is made up by 3 factors, such as friend,
teacher, and school engagement, and 15 items (as cited in Taş, 2017). For construct validity of
Findings. The study identified a weak negatively significant correlation between internet
addiction and school engagement among adolescents (Taş, 2017). Student engagement is
understood to be the major element of a positive school climate that is associated by most of the
researchers with academic achievement. The concept is also defined as strong relations between
teachers, students, families, and schools as well as the strong ties between schools and the wider
community (National Center on Safe Supportive Learning Environments, 2019). What the
finding goes to demonstrate is that the levels of engagement decline as internet addiction mounts.
However, the link between school engagement and gaming addiction was not established. This
put the scholar in a position to maintain that gaming addiction was unable to predict school
engagement considerably, unlike internet addiction that could serve as a predictor (Taş, 2017).
Weaknesses & Limitations. As posited by Taş (2017), gaming addiction could not
predict school engagement considerably. Stated otherwise, the predictor is only of a very limited
utility, or, rather, children abusing online games largely engage in school activities and perform
academically as enthusiastically as peers not addicted to games. This may run counter to logic,
since the addictive nature of the “excessive” habitual gaming activity implies the commitment of
a large amount of time to games that could otherwise be spent studying, which cannot but affect
the quality of subject mastery that requires that students be engaged in off-hour or extracurricular
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studies when back home. This logic is confirmed by different researchers, including Demir and
Kutlu (2018) who agreed that the internet covered an essential part of the daily life of
adolescents using preoccupation on the internet. This leads youngsters to de-prioritize their
academic duties and work and place the internet on the foreground (Demir & Kutlu, 2018).
Therefore, the gaming addiction is very likely to make its impact felt in the way of
academic success; thus, it must be a potent predictor. However, if one should consider internet
addiction as such that integrates all other types of internet dependencies, it should likely become
obvious that addiction to internet-based online games does influence academic engagement as a
subtype of internet addiction. Still, the formulation of the researcher clearly draws a dividing line
between internet and gaming addiction types, without it being suggested that the latter can be a
part of the former. In any case, the study result questioning the utility of the gaming predictor
may lay evident limitations faced by the study authors that may have something to do with
measures applied for data collection and even sample size. When it comes to limitations, the
researcher reported the ones encountered, including the sample size of 365 adolescents or high
school students. As acknowledged, the study can be performed in more different and bigger
samples, such as the ones involving university students, secondary school students, and primary
school students. While Taş (2017) did not regard the lack of studies that would attribute
Strengths. On the other hand, the deficit of studies observing the connection between
school engagement and internet addiction acknowledged by Taş (2017) means that this study is
inaugural in that it has the empirically achieved evidence of the relationship between online
gaming addiction and school engagement in young students. Another study strength consists in
the prioritization of accuracy by its authors, as seen in the non-inclusion of 11 of 376 data sets,
since as many students chose to leave some of the boxes vacant in spite of having been briefed
about study importance before questionnaire forms being distributed. The author tried to achieve
23
accuracy by making the provision of credentials by students unnecessary and emphasizing the
importance of sincerity, which should be expected to have improved the level of accuracy. How
the study also managed to achieve greater accuracy was by employing the grading that offered
great variability, as seen in the inclusion of rich answer variations or options, including but not
limited to “very often” “often,” and “sometimes,” which allowed the study to identify different
In other words, if the researcher had included more categorical answer options, such as “yes” or
“no,” he would have likely failed to measure the precise relationship between variables on the
dependence scale.
Study 5: The impact of heavy (excessive) video gaming students on peers and
teachers in the school environment: A qualitative study. As per Yilmaz, Yel, and Griffiths
(2018), to explore the effect of heavy gaming students on peers and teachers is what the study
seeks, yet the focus seems to lie more on the effect of excessive gaming on addicts in terms of
Yilmaz, E., Yel, S., and Griffiths, M.D. (2018). The impact of heavy (excessive) video gaming
Sample. The sample is composed of 20 individuals, of whom 2 are teachers (an English
teacher and a classroom teacher) and 18 are fourth-grade students whose median age equals 9,4
years. The three heavy games identified in the sample are all males. Another 15 classmates are
rather equally split gender-wise, with 7 boys and 8 girls chosen. As for the teaching contingent
involved, the classroom teacher is male with 10 years’ worth of experience. He was known to
have been teaching sample students for 4 years running, that is, from the 1st to the 4th grade. By
contrast, the English teacher is female as well as being a parent of one of the gaming addicts.
Working at the school since 2002, she had accumulated 18 years of experience by the time of the
Methods. A multistage sampling approach was applied for recruiting the study group.
The first stage witnessed the use of convenience sampling, which was done for practical reasons
as it has the timesaving benefit, which proved useful when it came to setting a choice on a public
school in the second stage. The application of criterion sampling allowed identifying three
participants who met the criterion of spending four or more hours a day playing video games and
who, therefore, ranked as heavy gamers. As for other methods, study authors developed two
different interview forms, such as the Teacher-Student Association Form and the Peer
Association Form. After the authors were done designing draft interview forms, they sent them
a measurement and assessment researcher, and a linguist, which they did in hopes of ensuring
language fluency and clarity and providing the face validity. Once received, the feedback of the
experts was employed to revise the draft interviews. To ensure that the fourth-grade students can
understand questionnaire form contents, study authors arranged for two different classroom
teachers to inspect the final version of the forms (Yilmaz, Yel, & Griffiths, 2018).
Findings. Yilmaz, Yel, and Griffith (2018) suggested that the findings of the qualitative
study based on focus groups and interviews generated four principal themes, including selective
social relationships, classroom issues, communication issues, and low scholastic performance.
As per the findings listed in the discussion chapter of the study, a low scholastic performance is
characteristic of heavy gamers, with some students having even attempted to offer such under-
achieving peers a helping hand in a desire to boost academic achievement. It was also found
what could be responsible for such a scholastic failure as heavy gamers were said to prefer home
stay and video games to school activities. The classroom teacher was found struggling to get
gaming addicts focusing on the material in the course of lessons. However, the English teacher’s
remark communicated some positive implications of gaming as it suggested that playing video
games had a potential for helping students master English words, which contributes positively to
their foreign language learning by enhancing motivation towards the English course. Overall, as
25
was acknowledged by its authors, the study found that gaming could be an excessive activity
even for individuals who are still to reach their puberty. The study demonstrated that videogames
were able to influence the conduct of children 10 years and younger and that their conduct could
Weakness. The weakness of the study manifests itself in the confusing research focus
that is ill interpreted or poorly defined. On the one hand, it posits that in the focus of researchers
is the impact of heavy gamers on peers and teachers in the school environment; therefore, it
seems as though the study had watched gaming addicts influencing peers and teachers, with the
toxic contagious effect leading to the adoption of the gaming behavior. This may well occur,
seeing that people adopt behaviors while a part of the social environment (Crawford & Novak,
2018), especially at the formative stages that are far from finished when they are in their teens,
which follows from Rodić, Pisla, and Bleuler (2014) explaining that behaviors were a part of
personality that, according to Harvard psychologist William James, is shaped only by the age of
30 (Solis, 2019). In truth, anything more than a cursory glance gives one to understand that the
study is about eliciting the evidence of gaming impact on a selected group of students based on
what their peers and teachers have to say following a period of observation. The closest it comes
to examining the effect on peers and teachers is when the study presents the observed negative
effect on communication; however, the finding has more to do with the communication-related
impact on gaming abusers than it does with peers and teachers, since it is gaming addicts who
place themselves in a vacuum, according to Yilmaz, Yel, and Griffith (2018), by discouraging
social contacts via the boring homogeneity of their conversation contents laden with gaming
This is not all there is to potential study weaknesses. Enlisting the support of school
students may downgrade the quality of the study, since some of the teachers was related to one
of the heavy gamers through a parental bond, which may give the study a bias factor. The quality
of the study or accuracy of results may arguably be lower than it could be, since negative
26
sentiments entertained towards fellow students like envy or interpersonal conflicts may have
interfered with the ability to provide truthful, unbiased information by students to have
volunteered to participate in the study as information providers, therefore, the evidence may lack
due accuracy. Still, it is unknown if the study authors made an effort to verify the health of
classroom relations and/or the availability of conflicts in the pre-study period when the sample
was being put together, since this aspect goes undisclosed, as follows from the lack of the
Strength. The strength of the study in question consists in it being novel due to no effort
having been made previously of performing qualitative studies exploring what seems to be the
effect of gaming addiction from the perspectives of teachers and peers in the school
environment. The corroborating evidence from parents about heavy gamers is also believed by
study authors to be a novel aspect that adds to the validity of study findings. Study focus as
regards participants’ age in and of itself adds to its strength, with 9-year-olds studied. Since the
majority of studies discriminate in favor of adolescents, this study offers a unique observational
evidence by focusing on a smaller age group. The two teachers involved in the study as its
subjects have both sufficient experience with the study group and the overall teaching experience
Limitations. Study authors themselves acknowledged that their research was not devoid
of limitations. Despite sample members’ responses to interview questions having been presumed
candid and frank, self-report is open to plenty of well-known biases, including memory recall
and social desirability biases, which may affect the veracity of the findings. The presence of
actively and productively contributing participants in the sample is not what it otherwise could
be. Only three participants are heavy gamers. Furthermore, as few as two teachers partook in the
study, since some of the heavy gamers’ teachers claimed not to know enough about their
students (for example, the ethics teacher and the religious culture teacher). On the positive side,
teachers lacking awareness of students did not participate in the study, which would have led to
27
results being inaccurate if they had. Lastly, some studies may yield results applicable to a larger
segment of the population if not the entire country; however, this study does not fall under the
category. Since the qualitative study includes only a small number of Turkey-based participants,
it has a possibly weak generalizability to other cultures and classes. In other words, if more
diverse, the sample would make the study more representative. As such, it would be projectable
Despite the research focus or study subjects differing, the studies analyzed examine the
effect of gaming on students in terms of their academic success, whether directly or otherwise.
Taş (2017) examined the relationship between gaming addiction and school engagement; Demir
and Kutlu (2018) looked into the relationship between internet addiction and a range of
dependent variables that are influenced thereby, including school attachment levels, academic
procrastination, and academic motivation; Navaneetham and Chandran (2018) examined the
impact of video games on study habits, apart from studying the prevalence of this entertainment
type; Yilmaz, Yel, and Griffiths (2018) studied the impact of excessive gaming on the scholastic
success and communication quality of those addicted; Başol and Kaya (2018) successfully tested
OGAS or the Online Gaming Addiction Scale as a reliable and valid instrument with adequate
psychometric properties, which showed the negative psychological impact of excessive gaming
The sample characteristics of the five studies under scrutiny share many similarities,
although they seem different in individual dimensions, which could have influenced the
representational or accuracy-related nature of the results that they yielded. Taş (2017), Demir
and Kutlu (2018), and Başol and Kaya (2018) targeted the same age groups of adolescents (9th-
12th grade) and country (Turkey), although the provinces chosen are different, with Gaziantep,
Elazığ, and Corum and Sivas respectively chosen for three studies. While Yilmaz, Yel, and
Griffiths (2018) did not specify the exact location of sampling, it was likely Turkey, based on
28
journal and two authors’ workplace details, with the two said to be working in Aydin and the
capital city of Ankara. By contrast, the study by Navaneetham and Chandran (2018) is the only
India-based research across the set of articles handpicked for the dissertation. Unlike the earlier
mentioned Turkish studies, the age group involves 8th and 9th graders. The Turkey-based study by
Yilmaz, Yel, and Griffiths (2018) is the farthest from all four other studies, since it involves 4th
graders aged around 10 along with much older teachers, as seen in their 10 and 18 years of
experiences. The young age group makes the study the only one to target children rather than
Gender-wise, Başol and Kaya (2018) assembled a predominantly male sample, as against
Taş (2017), Demir and Kutlu (2018) and Yilmaz, Yel, and Griffiths (2018) that were rather close
to gender equality in their respective samples, although addicted gamers are 100% male in the
study by Yilmaz, Yel, and Griffiths (2018). Navaneetham and Chandran (2018), by comparison,
did not differentiate between genders while describing its sample composition. Unlike other
studies, Yilmaz, Yel, and Griffiths (2018) included teachers in the sample, which is also
incomparably small, which may reveal it as the least representative of all the five studies. Since
three Turkish studies are close to achieving the equal gender division of samples, unlike the
study by Başol and Kaya (2018) that is not, there is no reason for the discriminate sample
assembly principle favoring male subjects; otherwise, all other three Turkish studies would have
assembled similar largely all-male samples. The decision to target mostly males by Başol and
Kaya (2018) may be induced by a presumption of females enjoying lesser access to modern
technologies, which could make them less prolific as research subjects. Still, neither the earlier-
performed study of the female section of the Turkish population and its rights in the country nor
rather equal gender-wise contents of three other samples compiled in the same country justify the
selection-related discrimination.
Not all the studies focused on a dyadic relationship between variable as their research
subject seems very diversified. For example, while Taş (2017) identified a correlation between
29
addiction and another academic variable, such as school attachment, Demir and Kutlu (2018)
looked into three dependent variables, including school attachment, academic procrastination,
and academic motivation that are shown as connected in quite a complex way. Addiction leads to
academic motivation decline and procrastination or the postponement of academic tasks waiting
to be fulfilled, yet the interrelation is not that simple. Dependent variables are also shown as
interconnected as the study indicates that motivation is the enemy of procrastination as well as a
procrastination. Thus, some research subjects perform the dual function of dependent and
independent variables. In any case, addiction is the chief independent variable that gives rise to
all other variables, whether directly or otherwise. It causes procrastination that, in turn, affects
school attachment, which means that postponement acts as an intermediary between addiction
and school attachment and as one of the negative effects of gaming dependence.
When it comes to findings, they reflect a common understanding of the validity of the
negative association between extreme gaming and academic performance deterioration, although
not all the studies showed the connection clearly. While Başol and Kaya (2018) did not link the
study directly to academic performance focusing on the psychological side of excessive gaming
instead, the finding does indicate the negative influence on academic success, albeit indirectly,
that is, by listing psychological effects that, in turn, affect the ability of students to focus on tasks
and otherwise perform in the academic context. Taş (2017), by contrast, did not so much as link
the two variables indirectly having failed to establish the relationship between gaming addiction
and school engagement that is one of the key success determinants. Still, what the finding
suggests is that excessive gaming cannot predict the extent, to which children participate in
curriculum activities, and that significantly, which means that the prediction ability gaming
addiction still has, although it is a minimal one. However, since Demir and Kutlu (2018)
explained that the internet addiction was a broad term, there is still a firm link between addiction
30
and declining school engagement as Taş (2017) found that internet dependence was a strong
predictor.
Yilmaz, Yel, and Griffiths (2018) were more unambiguous, since their efforts led to the
identification of a clear link between school performance degradation and excessive gaming that
induced absenteeism by tempting them to stay at home and spend time gaming in lieu of going to
school. The same is true of Demir and Kutlu (2018) that tested a range of variables and found
that addiction to the internet, including online games, affected academic motivation. Auxiliary
findings only reinforce this link with their causal implications, as addiction erodes school
attachment key to academic performance and stimulates procrastination, which does not
contribute to the swift completion of academic tasks. The study by Navaneetham and Chandran
(2018) that also found a clear relationship between excessive gaming and school also produced a
finding with a causal implication suggesting that academic results decline over the commitment
3. Discussion
The scrutiny of five studies looking into the potential effect of gaming addiction on the
academic performance of students, whether directly or otherwise, has led to a variety of findings
that have academic implications regardless of the extent of study focus relation to scholastic
success. Even the finding that the Online Gaming Addiction Scale shows that gaming addiction
can be a negative influence on academic success by causing mental issues that the scale has been
depression can translate into academic success. If depressed, a student cannot be expected to
show the studying enthusiasm; thus, the decision to skip lessons leads to the loss of vital
educational information that often needs explaining in the classroom settings for its digestion and
31
further application, since the portions thereof can be too difficult for students to master them
unassisted.
More unambiguous findings show that addiction to the internet, which is a reportedly
broad concept interpreted as such that includes online gaming, lowers the motivation to study,
which may lead to procrastination, which is when tasks are de-prioritized or moved to the back
of the queue, although both are identified as separate addiction products. That students decide to
put off their academic affairs shows that they experience too strong a temptation to resist it,
which may be a clear sign of the formation of psychological dependence. Since the curriculum
does not move temporally in favor of such students and since tasks assigned in a certain
sequence require the commitment of sufficient time resources, the students addicted to online
games will be sure to be behind schedule, which they will have no way of gaining on due to the
now-addictive nature of their hobby, which bodes ill for subsequent academic success that
requires timeliness and discipline. Procrastination, in turn, erodes school attachment. If such
attachment is defined as the conviction by students of school peers and adults caring about their
learning as well as them as individuals, the loss of such understanding, apparently, leads to self-
marginalization in students’ self-perception and the loss of confidence, which cannot but
interfere with academic performance. Student suspecting of the teacher thinking small of them
may possibly get paranoid while in quest of how to prove themselves competent and diligent.
This may lead to the loss of time and procrastination not induced by video games. One of the
studies generalized the academic variable by referring thereto as study habits. Although left
unspecified, these habits can imply the mentioned procrastination when studies are put on hold,
which can be an acquired academic habit of completing tasks late that assumes shape when the
Apart from school attachment, the scientific discourse also related addiction to a decrease
in students’ engagement. Since it implies solid inter-student relations responsible for a positive
school climate, its decline can disrupt social bonds and even lead to interpersonal conflicts,
32
which can make the classroom environment toxic and even affect students not engaged in the
addictive gaming hobby. The decline of engagement when relations between addicted students
and healthy peers degrade may be an outcome of addicts’ greater isolation and the prevalence of
gaming in their conversation themes, which likely leads fellow students to distance themselves
from such classmates. This isolation has further adverse implications for the likelihood of
addicted students’ academic success, since the loss of quality relations it would be fair to assume
minimizes the willingness of non-addicted fellows to offer a helping hand in the educational
context to the students to have fallen behind over their pernicious digital hobby. One of the
studies did find that fellow students demonstrated the willingness to give addicted strugglers a
hand after their absenteeism got the best of them by as good as bringing their academic
The study that found this helping enthusiasm also elicited the view expressed by an
English teacher of gaming assisting with language mastery. Thus, even excessive playing can
have the English-learning benefit to offer due to extensive exposure to the product featuring rich
language reproduction often by native speakers. Still, students may not necessarily play the
English version of an online game. The user-friendly nature of games catered to the linguistic
preferences and abilities of consumers allows choosing from among a range of language options.
If they are still in the process of mastering the English language, as seen in them visiting the
respective lessons, English mastery may be at too low a level for them to be playing a game in its
default language, which is English. The product is not to be enjoyed if their linguistic
competence leaves much to be wished. Therefore, the finding that English competence rises with
game use may not necessarily be valid in relation to all students, yet this depends on the level of
English knowledge and students’ nation of origin and residence, which determines their
willingness to play the English version of an online game and the feasibility of this being done.
Lastly, no age seems immune from the addictive gaming hobby, as was found in the case of pre-
puberty children who were around 10 years of age at the time of study.
33
Article 1. That Başol and Kaya (2018) sought to develop a reliable and valid instrument
with adequate psychometric properties (the Online Game Addiction Scale or OGAS) means that
it focused on a novel approach to measuring the psychological impact of gaming addiction that,
in turn, affects the academic success of student. This may imply that no studies were performed
to measure the utility of the scale that is of the researchers’ design and that is tested by them in
terms of functional utility. Still, the focus of the study on the mental/psychological impact of
excessive gaming related it to a number of studies with a similar focus that examined different
Diagnostic and Statistical Manual of Mental Disorders to have a diagnostic system for the
diagnosis of game addiction under mental disorders (as cited in Başol & Kaya, 2018). The
current study relates to earlier ones that look at the impact of excessive gaming through the
psychological perspective. Shen and Chen (2015), for example, found that online gaming
addiction influences the psychological and physical health of players alike (as cited in Başol &
Kaya, 2018).
Article 2. The first finding documented by Demir and Kutlu (2018) is that, which shows
that internet (online gaming) addition adversely influences academic motivation needed for
students to commit to academic work. A range of studies is supportive of the finding. For
example, Zhu et al. (2015) established a correlation between academic motivation and internet
dependence (as cited in Demir & Kutlu, 2018). Tsitsika et al. (2010) identified that adolescents
addicted to the internet tended to surpass peers in terms of the number of unexcused absences
from school (as cited in Demir & Kutlu, 2018). The study by Young (1998b) is also believed to
support the first finding being the first to study internet addiction and establish the relation
between academic performance and internet use. The study posited that, when uncontrolled,
internet use can lead to low academic motivation, a failure in academic life, and ultimately
The second finding of the study shows that addiction to the internet positively influences
academic procrastination. Speaking otherwise, it gives rise thereto. The scientific literature
contains studies, such as the ones by Ambad et al. (2017), Brate (2017), Chen et al. (2015),
Demir and Kutlu (2017), and Kandemir (2014b) that mirror the finding (as cited in Demir and
Kutlu, 2018). Young (1998b) used the concept of preoccupation to explain the prevalence of the
internet in people’s lives. Individuals tend to place responsibilities and duties related to house,
career, education, occupations, and jobs at the end of the queue as the occupation of mind is on
the increase. As follows therefrom, at the center of people’s life stands the internet, with
academic duties put off. So follows from the one of the earliest studies confirming the
procrastination impact of excessive dependence on internet use that may come in the form of
disproportional online gaming (as cited in Demir & Kutlu, 2018). Chin-Li (2014) and Öksüz,
Guvenc, and Mumcu (2017) understood procrastination as a time management failure of the
addicted (as cited in Demir & Kutlu, 2018). Further findings that the research yielded also find
Based on the third study finding, academic procrastination is negatively associated with
academic motivation, which means that academic motivation losses are academic procrastination
gains. Studies performed by Cerino (2012), Dogan (2015), Kandemir (2014a), Kandemir et al.
(2017), Rakes and Dunn (2010), and Saracaloğlu and Göktaş (2016) and Stell (2007) in their
time are all supportive of the finding (as cited in Demir & Kutlu, 2018) and even earlier studies
are, such as that of Beswik et al. (1998) centered on the link between academic procrastination
and motivation. Diaz-Morales, Cohen, and Ferrari (2008) identified that individuals with higher
academic motivation tended to avoid postponing the respective duties and responsibilities (as
The fourth finding of the study suggests the positive link between school attachment and
academic motivation as the former is driven by the latter. Studies by Hill and Werner (2006),
Riley (2013), and Trolian et al. (2016) and a range of other researchers are supportive of the
35
finding (as cited in Demir & Kutlu, 2018). To be more specific, Duru and Balkıs (2015) stressed
that high academic motivation coupled with interest influences students’ belonging to school in a
positive way (as cited in Demir & Kutlu, 2018). Karaşar and Kapçı (2016) established a positive
link between school attachment and academic motivation (as cited in Demir & Kutlu, 2018).
Trolian et al. (2016) found that students with the high level of academic motivation have a
greater interest in school, which leads to their committing more time to school endeavors (as
cited in Demir & Kutlu, 2018). Firouznia, Yousefi, and Ghassemi (2009) and Komarraju, Karau,
and Schmeck (2009) identified the correlation between school attachment and academic
motivation explaining it via active participation in lessons and academic achievement. Academic
achievement is low in adolescents with the low level of academic motivation, while peers who
are high on academic motivation achieve more in the academic context (as cited in Demir &
Kutlu, 2018).
Based on the fifth study finding, school attachment is adversely influenced by academic
school attachment. There are said to be studies in the scientific literature that largely echo back
the finding, although the researchers did not come to specify, which ones do. This
notwithstanding, the study authors apparently employed them to explain the mentioned link. As
suggested, adolescents with academic procrastination conduct do not fulfill or disrupt the duties
and assignments provided by their teachers, which will make teachers develop negative
behaviors and attitudes towards such adolescents. Students who are in a constant habit of not
fulfilling or putting off their responsibilities may be subject to criticism on the part of a teacher
dimension of school attachment. What also happens is that academic achievement in adolescents
with academic procrastination moves downwards, which is why adolescents may prove unable to
36
make positive connection to school. To all intents and purposes, academic achievement is
understood to be an essential resource for school attachment (Demir & Kutlu, 2018).
Article 3. The study performed by Navaneetham and Chandran (2018) finds its reflection
in a variety of other studies. Hauge and Gentile (2003) that examined an identical sample
involving the 8th and 9th graders also found that 18% of children who were mostly boys, that is,
by 80% fell under the category of gaming addicts (as cited in Navaneetham & Chandran, 2018).
The finding of Navaneetham and Chandran (2018) of 17,5% of students being addicted to
gaming approaches that of Gentile (2009), the publisher of the first US study on pathological
video game addiction, who identified that about 20%-25% of gamers in Asia and the US were
pathologically dependent on the respective products (as cited in Navaneetham & Chandran,
2018). This is not to suggest that the study does not compare to earlier ones in every way
possible. The frequency aspect of gaming that is an important predictor of addiction that is
identified in the study may not correspond with earlier findings. Turner et al. (2012) found that
only 18,3% of students reported playing video games on a daily basis (as cited in Navaneetham
and Chandran, 2018). This somewhat disagrees with what (Navaneetham & Chandran, 2018)
found suggesting that 44,5% of students did not play games, as opposed to 20% and 17,5% of
those who did so excessively and pathologically respectively. If taken end to end, these clusters
give 37,5% of students who do the gaming at least for some time per day. It may be that the
study performed by Turner et al. (2012) and referenced in the article (as cited in Navaneetham &
Chandran, 2018) could not elicit an accurate enough opinion from students who are likely to
have offered distorted answers for fear of facing reprehension on the part of teachers and having
their gaming opportunities cut by parents for disciplinary purposes should the influence of
Article 4. While Taş (2017) did find the inversely proportional connection between
participation in academic activities and addiction to internet along with internet-based products
like online games, the researcher reported that no studies were to be found in literature that
37
would research the mentioned link. However, a closer inspection of the literature reviewed by
the scholar does yield corresponding studies. For example, Cao and Su (2006) found that
addiction to the internet tended to have an adverse effect on school life (as cited in Taş, 2017).
Luciana (2010) correlated the internet addiction with school issues (as cited in Taş, 2017). Such
issues may relate directly to scholastic performance, which was shown by Young and Rogers
(1998) and Çetinkaya (2013) and Brunborg, Mentzoni, and Froyland (2014) reporting low
academic performance (as cited in Taş, 2017). Tanrıverdi (2012) was more specific associating it
with academic success by acknowledging that school grades grew worse (as cited in Taş, 2017),
as was Taçyıldız (2010) who virtually reproduced the finding indicating a reduced grade point
average (as cited in Taş, 2017). The decline in grades serving as school performance indicators
may be down to troubles related to homework, which Taylan, Kara, and Durğun (2017)
Article 5. The low academic performance outcome identified by teachers and peers
chimes in with earlier studies, including Hastings et al. (2009) and Skoric, Ching, Teo, and Neo
(2009) (as cited in Yilmaz, Yel, & Griffith, 2018). A study by Rehbein, Kleimann, and Mossle
(2010) came to a similar conclusion reporting school truancy and lower school success as such
that are caused by problematic gaming (as cited in Yilmaz, Yel, & Griffith, 2018). The finding
that playing games assists students with learning English conforms to the study of Griffith
(2008) that identified the education importance of video games suggesting that they are
beneficial if assessed by teachers in the way of benefits. They may permit students to play them
in the education context (as cited in Yilmaz, Yel, & Griffith, 2018). Still, such games may not
necessarily evoke much interest in students and it is of crucial importance that there be one;
otherwise, lethargic, passive interaction with the product may not lead students to gain expected
skills. Having students playing games at school per se may not be a good idea. School hours
provide an intermission or an interval between their gaming hours, which may suppress the
formation of an acute form of dependence, else the addition of extra gaming hours can prove
38
counterproductive given the insertion of games with educational benefits that may be developing
attention, expanding linguistic skills, or otherwise benefitting students. Such way or another, the
academic benefit of gaming related to English mastery can be found in other studies.
The chief literature gap comes in the form of the shortage of studies that would be
longitudinal or such that would study the addiction problem over a long period and at an
individual rather than a group level, since studies seem rather generalized at this point, with the
effect of excessive gaming considered in the context of samples that includes several hundreds of
students. Deficient is also the focus on children rather than adolescents, the latter being more
heavily featured in recent studies. The youngest age cluster that the chosen studies often target
are 9th graders or young individuals ages 14-15 approximately. Instead, it is rather rare for
researchers to examine children or those who have yet to reach puberty or maturation whose
onset is associated with adolescence. There seems to be a dearth of studies centering on the
effect of addiction on students based on observations by peers and teachers. Furthermore, there
are no studies to be found that would compare the academic effect of games in different
locations whose economic state determines the extent of technology proliferation. Neither do
researchers recognize the importance of online games’ typology. There being different games,
they can have different effects on players. Na et al. (2017) acknowledged that there was minimal
research concerning the influence of various game genres on internet gaming addiction. If
present, this research could clarify which genres are most responsible for eroding the academic
Lastly, studies seem affected by the lack of clarity and a unitary addiction classification,
which makes itself seen in the following study. In the study by Navaneetham and Chandran
(2018), the heaviest gamers spend a maximum of 3 hours in front of the screen. Since close to a
fifth of the sample was defined as addicts, they spend just as much as specified earlier. Still, this
finding may run counter to other studies as it falls short of the number of hours needed to rank an
39
individual a gaming addict. Lopez-Fernandez (2018) identified that addicted gamers spent 30
hours a week playing, while those who did around 20 fell under the category of highly-engaged
players. Thus, 3 hours a day mean that the heaviest Indian gamers commit just 21 hours of their
week time to playing, which earns them the classification tag of highly-engaged players who are
yet to become addicts if at all if the other classification is to be trusted. Therefore, owing to there
being no identifiable or well-defined temporal borders of addiction, studies are at liberty to use
the amount of gaming time that they regard as such that signifies the dependence of children on
game products. This complicates the comparison of studies since what one group of scholars
defines an addiction another one deems as high engagement, which leads to acceptable gaming
More to the clarity issues encountered, it is not clear whether studies differentiated
between games and other factors contributing to a poor run of academic form, which is
important, since family issues, the disruption of social bonds, feelings that are not mutual, and
other mood and studying enthusiasm determinants do not seem factored in by any of the
examined studies that tend to generalize attributing scholastic success and/or performance
quality to the gaming behavior of students. The best they can do is differentiate between genders
and among age groups to see, which one is more engrossed in this form of nonactive
entertainment. Although present, this deficiency does not seem possible to address, since
measuring the extent, to which each of the non-addiction factors influence individual students is
impossible, to say nothing of the cost and time input. At the same time, it is challenging to
identify the complex set of factors affecting the scholastic performance of students alongside the
addiction factor even if students self-report them, which would require a great deal of
introspection or self-examination on the part of students who may not be able to perform it due
3.4. Recommendations
potential future study directions through perceived research limitations. Thus, for example,
Demir and Kutlu (2018) believed that researchers will be better off performing longitudinal
research to study the effects of internet addition on school attachment rather than stick with the
cross-sectional method limited to a single period. Truly, the longitudinal method may give
researchers a better or different perspective. Institute for Work & Health (2015) explained that
longitudinal studies enabled the execution of a few observations of the same subjects over a
period of time that may span plenty of years. A longitudinal study benefit is that scholars are
individual and group levels (Institute for Work & Health, 2015). Therefore, what may be done in
the context of the game addiction research is to study the gaming addiction of students and
children diachronically, that is to say, over a long period, which may be useful due to the
possibility of students being at different levels of dependence at a specific point in time used in
cross-sectional studies. Navaneetham and Chandran (2018) recommended that long-term studies
be performed to identify the tendency of video game use over the years. The future research
recommendations made by the study authors makes sense. A longer period of time will allow
understanding how tracked addiction levels vary and whether their peak and bottom points
coincide with specific academic performance levels. Furthermore, if studies can depart from the
group focus and also look into the addiction issue through the prism of individual stories, it can
gain a deeper understanding of the problem instead of interpreting it at generalized group level
that may fail to consider individual characteristics of research subjects and their response to or
role in the formation of psychological dependence that takes its ultimate toll on academic
performance. Therefore, for further studies to be going longitudinal can offer a fresh perspective
that may discover new implications and help combat the problem of online gaming addiction
fair to presume will fare better diversifying their research focus in age terms. As matters stand
presently, they are wrong to prioritize adolescents to the detriment of younger demographic
students who are equally exposed to technologies, which can lead to the development of an
online gaming addiction. The inclusion in comparative studies could offer an insight into when it
is that game dependence reaches a maximum level or starts to assume pathological proportions
that interfere with students’ resolve to commit time, energy, and other resources to academic
activities. Furthermore, even if not comparative in nature, the study of younger children can
disclose the evolution of the online gaming dependence over a larger period spanning childhood
and adolescence.
New research foci. Online game addiction researchers will be best served by considering
new foci. Plenty of studies target the Turkish audience, which needs to change, since technology
penetration should be greater in the western hemisphere and European countries, from which it
often originates and where people have greater economic resources to spend on the acquisition of
gadgets and other hardware facilitating the development of addiction to online games.
Researchers would be wise to switch to comparative studies by picking students from different
locations to see if there is any endemic difference in the addiction degrees and if some locations
can experience a greater drop in academic performance relative to others due to the mentioned
possible dependence degree variability. Likely, there will be none except that the economic
health of each location can predict the level of dependence by determining the extent of
technology penetration shaped by the personal welfare situation, that is, richer regions or
provinces can see more gadgets and computers bought by people, which increases the prevalence
of children and adolescents’ exposure to technology and, possibly, addiction when interaction
It may be the socioeconomic status along with subsequent access to monetary resources
that can determine the development of specific personalities responding to excessive gaming.
Thus, for example, greater addiction to online games in one province can be found to be an
outcome of the worse economic development of the region and subsequent welfare decline that
will increase the odds of family conflicts, to which children are exposed, which will modify their
mechanisms allowing them to vent emotions or get themselves distracted. Researchers can also
study a single region provided that its economic situation has altered under the influence of
adverse economic developments in a bid to see if and how a change for the worse tells upon the
evolution of the scope and prevalence of gaming dependence among young residents visiting
schools. Although possibly feasible, these complex links remain to be studied. Certainly, they are
worth studying, since such causal, exploratory studies can shed light on what drives children to
come committing excessive day and, possibly, nighttime to online games and go on to display
academic results that are below par and that fail to help them achieve the respective success. At
the same time, studies can compare students and nonstudents in terms of addiction degrees and
participants will need studying for there to be a comparative workload and an important set of
duties.
Clearly, researchers should know better than to ignore the diversity of online game
genres. Theoretically, different genres can tell upon brains differently, thereby influencing
academic performance and further success in different ways. Science Daily (2017) identified that
playing video games could alter brain regions responsible for visuospatial skills and attention by
boosting their efficiency, based on research findings. Research must be done to look into if and
how brain regions are affected by excessive gaming. What can also be studied is which online
game genres are most preferred by students, which will offer a greater glimpse into the likely
scope of excessive gaming contribution to academic decline. There is a great research potential,
43
as follows from the number of online game genres available. Balakrishnan and Griffiths (2018)
differentiated among 14 game genres, such as word, trivia, strategy, sports, role playing, racing,
puzzle, casual, casino, card, board, arcade, adventure, and action. This typology much coincides
with Metacritic’s classification scheme that includes wrestling, wargame, turn-based strategy,
third-person shooter, strategy, sports, simulation, role-playing game, real-time strategy, racing,
puzzle, platform, party, flight/flying, first-person shooter, fighting, extreme sports, adventure,
and action genres (Arsenault, 2009). Still, some game genres do not deserve prioritization as
much as others do. Adolescents are unlikely to have much money to spend while playing casino
or card games and children are even less so. In this case, the research worthiness of a certain
student group is directly proportional to their age; therefore, adolescents are an optimal age
group to target to see the effect of online gambling games on students’ performance in the
academic settings. Unlike adolescents, children are just too young for them to earn money as
personality if abused would be rational, since it may be that there are varying degrees, to which
they cause dependence in gamers and, subsequently, affect their academic success. Speaking of
students’ personalities, there can be said to be different personality traits. Based on the official
& Bergin, 2014). At least some of them appear responsible for the maintenance of students
studying enthusiasm. As specified by C.C. Bergin and D.A. Bergin (2014), open people are they
who are curious, creative, and smart. They like it when they are immersed in though and new
projects, when they get to express themselves, and when they explore new situations. When it
comes to neurotic people, they are insecure and anxious. They feel hurt easily, get sick or go to
pieces while under stress, and worry excessively (C.C. Bergin & D.A. Bergin, 2014). It is
feature whose onset coincides with the intensification of the gaming experience, which may well
be the case. Information Resources Management Association (2019) confirmed that studies had
found a link between neuroticism and addiction to online games. This means that people find
Association, 2019). The risk is that young students can go from being open to new experience to
being neurotic and secluded in their personal shell abandoning former explorative enthusiasm. If
they become easy to irritate, they will be quick to quit at the first best opportunity if not drop out.
The elaborate study of such students’ response to their stepping up routine gaming can explain
the alteration of their personality and dip in performance that teachers often struggle to interpret
Furthermore, some of the current research that tracks down personality change
trajectories needs to show the dualism of online game influence based on the amount of daily
playing; however, important is that the effect of online games on the same variable be analyzed,
such as a specific personality trait. Teng (2008), for example, found that online games players
nonplayers; however, the study never showed the fallout of excessive gaming on extraversion.
Although the multiplayer format online games can boost extraversion by creating
communication opportunities even for abusing players when they square off against others or
strategize with fellow gamers to gain a joint victory, single-player ones can replace the actual
interaction with peers leading to greater seclusion and personality modification, with games
acting as compensatory mechanisms making up for the loss of the peer environment. There
towards introversion and its development under the influence of external stimuli, such as
excessive gaming or the replacement of the human environment that comes therewith. Professor
Emerita of Psychological and Brain Sciences Susan Whitbourne (2016) confirmed the possibility
45
of personality adjustment towards greater extroversion, for example. When the foundation may
be laid for such adjustment may be in childhood, as per the psychoanalytic approach resting
upon the belief that childhood experiences tend to influence the development of later personality
features, as do they psychological issues and that greatly (Plotnik and Kouyoumdjian, 2010).
What this means is that online games abusing in childhood can set the stage for introvert
personality development.
studies can find the possibility of extreme gaming in terms of rendering school students more
introvert over the loss of live communication and/or academic struggles that could cause
interpersonal bonds disruption if performance decline evokes derision on the part of fellow
students. Introversion can be expected to deal a further blow to academic success, albeit not by
interfering with mental or other capabilities of extreme gamers. Eysneck and Eysneck indicated
that introverts were introspective, retiring type of people, and quiet (as cited in Ewen, 2013).
Such people may be ideal targets for school bullies. Kumar (2015) explained that it was quiet
individuals that bullies often chose in the solid belief that sensitive and quiet people will not
have the will or courage to fight back. Bullying, according to Garrett (2010), leads to fear that, in
turn, translates into truancy, absenteeism, or dropping out of school. Such is the complex
sequence of processes that the unhealthy portions of time committed to online gaming may well
cause in the student segment of the population represented by children and adolescents, yet more
research is needed to produce the firm of evidence of this presumed sequence of correlated
developments.
about the presence of researchers in schools where they do the sampling and perform other
study-related operations. Researchers will stand to gain from assigning the observational duty to
teachers and peers rather than from self-insertion in the academic institution. The exclusion of
46
independent researchers from the institution will make for a more natural atmosphere, in which
students addicted to online games of whatever genre will be sure to put the academic effects of
dependence on display, without fearing lest they be watched. They have every reason to fear
since their addiction outing can lead to gadget deprivation at home if the word of their unhealthy
online hobby has not reached the ear of parents before the study being performed. Under this
scenario, they may be wary of not showing due diligence to gain better transitional academic
results or not simulating healthy lifestyles by reporting wrong playing time figures. Therefore,
reassigning the empirical duty to the academic process participants will lead to greater accuracy,
yet confidentiality seems needed, else any leakage of a study probing under-achieving students’
performance in relation to addiction may lead to all efforts being in vain in the aftermath.
Students may fail to be keeping a low profile unless instructed to be. A risk, however, is that the
microclimate deteriorates in the time that follows the study when its details do out, which they
eventually will. In any case, Yilmaz, Yel, and Griffith (2018) recommended that future studies
replicate and extend the findings that the current study generated through large samples in other
jurisdictions and countries. The researchers would do better to recommend studies comparing
several locations at a time rather than just move elsewhere. Yilmaz, Yel, and Griffith (2018) also
opined that the incorporation of longitudinal designs could improve the findings of the present
developing a unitary classification of addiction, which they can supply with more detailed
grading rubrics, else it runs the risk of producing a controversial body of literature that is already
assuming shape. What some studies consider addiction others treat as adequate engagement in
the cyber world of online games. This distorts the overall picture of addiction in its different
dimensions, which can downplay the urgency of the problem and the stalling of the introduction
of measures battling addiction, which will keep reducing the number of qualified and apt talents
produced by the nation that are capable of taking over unfilled vacancies and working in their
47
line of duty productively. Such measures can break the vicious circle involving addiction and
performed reviewing current studies and their findings for the production of a single vision. If
international forum can vote for an updated and universally applicable classification of gaming
dependence.
4. Conclusion
individual students to online games or the internet that was still found to include such games
despite the propensity of researchers towards generalization and ambiguity. Although no effort is
made at identifying the extent, to which non-addiction factors are responsible for the decline in
scholastic performance, the negative correlation between the variables of performance and
addiction is established in all studies, bar none. Even if a study measures the utility of a tool
measuring the psychological effects of extreme gaming on students, it still indicates the negative
students towards greater irritability or depression can tell negatively upon their academic success
at least through absenteeism that manifests in the desire to skip lessons, with games likely
playing as stress-relieving and mood-boosting tools. Since excessive gaming lowers attachment,
students lose a belief that others care about their learning and personalities, which, apparently,
rocks their studying motivation, which is central to academic success. Student engagement was
also found to be affected in equal measure, which means that the interpersonal relations between
peers and students and teachers suffer. If a teacher loses the bond, he or she will struggle to get a
message across to a student and act a role model. At the same time, the deterioration of links
between students may reduce the likelihood of well-performing students helping strugglers to
close the academic gap. In both cases, addicted students will stand a worse chance of regaining
the learning pace and achieve meaningful results. If students become addicted, they may adopt
48
the studying habit of procrastination causing them to put off academic tasks instead of
completing them in a timely manner, which is a prerequisite for scholastic success. While there
on a daily basis, the commitment of the excessive amount of time is believed to affect school
success and/or performance from every conceivable metric in different nations, be it India or
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