Gómez-Gonzalvo et al. (2020) Video games and student performance
Gómez-Gonzalvo, F., Devís-Devís, J., & Molina-Alventosa, P. (2020). Video game usage time in adolescents’ academic performance. Comunicar, 28(65), 87–96. https://doi.org/10.3916/C65-2020-08
Gómez-Gonzalvo
et al. (2020) aimed their research towards digital leisure involving digital
technology from the Internet, consoles, mobile phones, digital platforms, video
games and more. As an increasing number of adolescents have been using video
games, and the amount of time adolescents play these games increases, concern
has risen amongst educators, parents and administrators (Gómez-Gonzalvo et al., 2020). Their article
focuses on the relationship between the time of using a device according to the
type of day and academic performance.
The
intended audience is not noted but could be aimed towards educators and people
working with children.
|
Purpose |
Examine
relationship between the time of using a device according to the type of day
and academic performance. |
|
Methodology |
Ex post facto study by surveying a sample
of students in Compulsory Secondary Education in 10 schools in the Valencian
Community 1060 students between the ages of 12
and 16 Set in a region of Spain Two factor ANOVA was performed, academic
performance by weekday/weekend. Spearman correlation to explore relationship
between two factors. |
|
Results |
On
average, teenagers played 47.23 minutes a day. Average time on weekdays was 26.83
minutes and weekends 74.34 minutes. 45 average minutes of weekly use was the
maximum for avoiding failing all subjects and achieve a passing grade. More
likely to achieve lower scores if you had similar or greater time playing on
weekdays than weekends. |
|
Conclusion |
Teens
who play video games increase their time spent playing games over the weekend
regardless of academic performance. Teenagers who spent the longest time
playing video games fail 1-3 subjects and more than 4 subjects. The time spent
playing video games effects academic performance. |
A
study found that limiting game time by a couple of hours and including self-compassion
intervention can reduce the risk or completely evade gaming addiction and psychological
disorders related to game addiction (Iyer et al., 2022). Whilst not fully
related to Gómez-Gonzalvo et al. (2020), this shows that the limiting of video
game time in university students can avoid video game addiction.