Video game usage time in adolescents’ academic performance

Gómez-Gonzalvo, Fernando, Devís-Devís, José and Molina-Alventosa, Pere Video game usage time in adolescents’ academic performance. Comunicar, 2020, vol. 28, n. 65, pp. 89-99. [Journal article (Paginated)]

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English abstract

Video game usage among young people has generated great concern due to its possible negative effects on their health, socialization and academic performance. Regarding this last aspect, there are studies that point out that video games have negative consequences for academic performance while others emphasize their positive effects. Therefore, the present study deals with the relationship between the video game usage time and the academic performance in adolescent schoolchildren from the Valencian Autonomous Community. An ad hoc questionnaire was used and validated through expert judgment (0.8 validity and reliability) to develop this cross-sectional and ex post facto study. A stratified and proportional representative sample was designed for the ESO student population of this autonomous community and 1,502 questionnaires were collected. Adolescents spend an average of 47.23 minutes a day playing video games, with less time spent during the week than at the weekend. Those who devote more time to videogames during the week fail more subjects and those who spend more time on weekends get better school grades. In addition, frequent, moderate and many of the occasional players obtain good academic results, while the opposite happens to the intensive players. As many of the occasional players achieve good academic performance, a moderate time devoted to video games seems not to affect academic performance.

Spanish abstract

El uso de los videojuegos entre los jóvenes ha generado una gran preocupación por sus posibles efectos negativos para su salud, socialización y rendimiento académico. Respecto a este último aspecto, existen estudios que apuntan a que los videojuegos son negativos para el rendimiento académico mientras que en otras investigaciones se encuentran efectos positivos. Por esto, el presente trabajo se ocupa de las relaciones entre el tiempo de uso de videojuegos y el rendimiento académico de los escolares adolescentes de la Comunidad Valenciana. Se utilizó un cuestionario ad hoc, validado a través de juicio de expertos (0,8 validez y confiabilidad) para realizar este estudio transversal ex post facto. Se diseñó una muestra representativa estratificada y proporcional a la población de alumnado de ESO de dicha comunidad autónoma y se recogieron 1.502 cuestionarios. Los adolescentes dedican una media de 47,23 minutos al día a jugar a videojuegos, menos entre semana que en fin de semana. Aquellos que dedican más tiempo a los videojuegos entre semana suspenden más asignaturas y los que dedican más tiempo los fines de semana sacan mejores notas escolares. Además, los jugadores frecuentes, moderados y muchos de los ocasionales obtienen buenos resultados académicos, mientras que les ocurre lo contrario a los jugadores intensivos. Muchos de los jugadores ocasionales obtienen buen rendimiento, por lo que la dedicación de un tiempo moderado a los videojuegos no parece afectar al rendimiento académico.

Item type: Journal article (Paginated)
Keywords: Video games; academic performance; gamers; secondary education; adolescents; survey; ICT; digital leisure; Videojuegos; rendimiento académico; videojugadores; educación secundaria; adolescentes; encuesta; TIC; ocio tecnológico
Subjects: B. Information use and sociology of information > BJ. Communication
G. Industry, profession and education.
G. Industry, profession and education. > GH. Education.
Depositing user: Alex Ruiz
Date deposited: 09 Jan 2021 06:47
Last modified: 09 Jan 2021 06:47
URI: http://hdl.handle.net/10760/40896

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