Document Ikym 2023 Final
Document Ikym 2023 Final
Document Ikym 2023 Final
According to Anderson and Dill's (2007) investigation on video games and aggression, gami
ng not only affects performance in a direct way but also raises hostility levels,
which are frequently associated with behavioral issues at school and poor academic achieve
ment.
Wack and TantleffDunn (2009) discovered a negative link as well, although their study's anal
ysis of the association between GPA and academic performance revealed no statistically
significant results.
According to Jackson et al. (2008), playing video games is a poor predictor of academic suc
cess, and individuals who play them more frequently than those who don't tend to perform w
orse academically.
questions that encouraged participants to report different feelings about playing online games.
participants reported often missing lectures, skipping homework, etc. They also found that
these consequences were more likely to impact males, because males play more often and
were more likely to report losing track of the time while playing.
factors, and biological factors, and their association with online gaming addiction. In relation
to personality traits, gaming addiction has been shown to be associated with neuroticism,
aggression and hostility, avoidant and schizoid interpersonal tendencies, loneliness and
state and trait anxiety, and low emotional intelligence (Griffiths et al., 2012). Considering
the relatively high frequency of co‐occurring personality, comorbidity, and biological factors,
it is hard to assess the etiological significance of these associations with online gaming
addiction as they may not be unique to the disorder and further research is needed. Research
has also shown online gaming addiction to be associated with a variety of comorbid
anxiety disorder, panic disorder, depression, social phobia, school phobia, and various
participants dramatically decreased (limited time spent using technology to 30 minutes per
found that the excessive playing of online games (five hours or more per session) resulted in
school grades that were below a 3.00 average, and that time spent playing was a predictor of
academic performance. They also suggested that video games indirectly lead to decreased
performance through promoting violence. Finally, they noted that playing video games took
time away from school activities, homework, social interaction, etc. Then there are those in
online role-playing games (MMORPG) and playing other types of online games and found
that even though the MMORPG group reported greater interference in academic work (such
Groups, overall the groups did not differ in academic performance. Hart et al (2009)
used the Problem Online Game Playing survey to measure four different areas of life,
including academic behavior, impacted by the playing of online games and suggested that
there was not a significant correlation in any area. However, there is also plenty of research to
suggest that interactive online games can actually lead to increased academic performance
(Anand, 2007). Jackson et al (2008) found that the usage of games is causally related to an
increase in visual-spatial skills, which often come in handy in the fields of science,
A study done with Kindergarteners Din & Calao, (2001) showed that students
who played educational online games on the Sony Lightspan, which is a game system similar
to the Sony Playstation One, made significant increases over the control group in the learning
of spelling and reading; however, no significant gain was made over the control group in
math. This suggests a facilitative role of playing online games in developing verbal skills
(2001). Smyth (2007) suggested that complex games may lead to academic success by
engaging players in problem solving, critical thinking, and creativity. Skoric et al (2009)
found that while game addiction leads to negative academic performance, moderate
engagement in gaming can lead to improved performance in an academic setting. They found
a positive correlation between game play and English test scores, which suggests that gaming
online graduate course that integrates online game design with science curriculum (Annetta,
Murray, Laird, Bohr & Park, 2008) To sum up this overview of the recent literature on the
relationship between the usage of video games and academic performance, Anderson and Dill
(2000, pg 17) quite aptly state the predicament in researching this topic: “There is no
definitive answer to the question of whether online games disrupt academic performance.” As
the literature review shows, much has been said to support every aspect of the topic, both
positive and negative. The present study seeks to answer the question: Does playing video
games have an impact on academic performance as measured by amount of time playing and
school GPA? This proposal’s hypothesis is that as time spent playing increases, GPA will