Electronic Game Play and School Performance of Adolescents in Southern Thailand

2009 ◽  
Vol 12 (5) ◽  
pp. 509-512 ◽  
Author(s):  
Somchit Jaruratanasirikul ◽  
Kanjarut Wongwaitaweewong ◽  
Pasuree Sangsupawanich
Body Image ◽  
2008 ◽  
Vol 5 (4) ◽  
pp. 365-374 ◽  
Author(s):  
Elizabeth R. Wack ◽  
Stacey Tantleff-Dunn
Keyword(s):  

2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Md Irteja Islam ◽  
Raaj Kishore Biswas ◽  
Rasheda Khanam

AbstractThis study examined the association of internet use, and electronic game-play with academic performance respectively on weekdays and weekends in Australian children. It also assessed whether addiction tendency to internet and game-play is associated with academic performance. Overall, 1704 children of 11–17-year-olds from young minds matter (YMM), a cross-sectional nationwide survey, were analysed. The generalized linear regression models adjusted for survey weights were applied to investigate the association between internet use, and electronic-gaming with academic performance (measured by NAPLAN–National standard score). About 70% of the sample spent > 2 h/day using the internet and nearly 30% played electronic-games for > 2 h/day. Internet users during weekdays (> 4 h/day) were less likely to get higher scores in reading and numeracy, and internet use on weekends (> 2–4 h/day) was positively associated with academic performance. In contrast, 16% of electronic gamers were more likely to get better reading scores on weekdays compared to those who did not. Addiction tendency to internet and electronic-gaming is found to be adversely associated with academic achievement. Further, results indicated the need for parental monitoring and/or self-regulation to limit the timing and duration of internet use/electronic-gaming to overcome the detrimental effects of internet use and electronic game-play on academic achievement.


2016 ◽  
Vol 12 (3) ◽  
pp. 17-25 ◽  
Author(s):  
Huynh Van Nguyen ◽  
Jiajun Yu ◽  
Ching-I Teng

Heavy usage of online games may negatively affect the gamer's health and take a toll on school performance. However, to date, no study has utilized a longitudinal design to identify predictors of heavy usage of online games after a year of play. This study thus refers to relevant theories (e.g., flow theory and habitual theory), investigates potential correlates of game play and examines which correlates predicted the likelihood of a gamer's heavy usage after one year of play. In total, 1,852 online gamers were recruited in the first wave of this two-wave study. The results identify several predictors of heavy usage of online games, including skill and flow, and the findings enable the identification of, and the development of interventions for, individuals likely to be heavy online gamers.


Author(s):  
Huynh Van Nguyen ◽  
Jiajun Yu ◽  
Ching-I Teng

Heavy usage of online games may negatively affect the gamer's health and take a toll on school performance. However, to date, no study has utilized a longitudinal design to identify predictors of heavy usage of online games after a year of play. This study thus refers to relevant theories (e.g., flow theory and habitual theory), investigates potential correlates of game play and examines which correlates predicted the likelihood of a gamer's heavy usage after one year of play. In total, 1,852 online gamers were recruited in the first wave of this two-wave study. The results identify several predictors of heavy usage of online games, including skill and flow, and the findings enable the identification of, and the development of interventions for, individuals likely to be heavy online gamers.


2007 ◽  
Author(s):  
Elizabeth R. Wack ◽  
Stacey T. Dunn ◽  
Richard A. Mottola
Keyword(s):  

2020 ◽  
Vol 29 (10) ◽  
pp. 2868-2878
Author(s):  
Xiaohui Yang ◽  
Zhenhong Wang ◽  
Xiaoju Qiu ◽  
Liqi Zhu

1998 ◽  
Vol 25 (7) ◽  
pp. 541-544 ◽  
Author(s):  
S. Sirirungrojying ◽  
S. Srisintorn ◽  
P. Akkayanont

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