There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency – measured as the amount of time undergraduate students spend playing games in their free time – and their academic performance as measured by their examination marks. Using a sample of 713 students, correlation analyses between gaming frequency and examination performance were conducted for students of varying gaming frequency, study discipline, gender, and general attitudes towards gaming and study. The results reve...
This study measured the effects of playing commercial video games on the development of the desirabl...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Playing video games is a popular leisure activity among adolescents and youths. People's motivations...
The purpose of the present research is to determine whether playing video games impacts academic per...
Video games are a common pastime for adolescents. There has been a relatively enduringconcern that t...
This study is about the effect of playing various types of video games on the Universiti Malaysia Sa...
Video-gaming is a frequent choice for leisure-time activity among young males and females in advance...
This study presents an initial attempt to uncover psychological and environmental factors influencin...
The focus of this study is the correlation between spent time on gaming and student grades. It is my...
Using a survey of higher education students (N = 2145), correlations between game play habits and th...
Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized ...
<div><p>Video-gaming is a common pastime among adolescents, particularly adolescent males in industr...
With the emergence of gaming as an ever more popular pass time, and professional level eSports gaini...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
This study measured the effects of playing commercial video games on the development of the desirabl...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Playing video games is a popular leisure activity among adolescents and youths. People's motivations...
The purpose of the present research is to determine whether playing video games impacts academic per...
Video games are a common pastime for adolescents. There has been a relatively enduringconcern that t...
This study is about the effect of playing various types of video games on the Universiti Malaysia Sa...
Video-gaming is a frequent choice for leisure-time activity among young males and females in advance...
This study presents an initial attempt to uncover psychological and environmental factors influencin...
The focus of this study is the correlation between spent time on gaming and student grades. It is my...
Using a survey of higher education students (N = 2145), correlations between game play habits and th...
Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized ...
<div><p>Video-gaming is a common pastime among adolescents, particularly adolescent males in industr...
With the emergence of gaming as an ever more popular pass time, and professional level eSports gaini...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
This study measured the effects of playing commercial video games on the development of the desirabl...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
The purpose of the study is to determine the students' online game habits and the relationship betwe...