Video games are a common pastime for adolescents. There has been a relatively enduringconcern that time spent playing video games might undermine students’ academicperformance. Hartanto, Toh, and Yang (2018) suggested that frequent gameplay,particularly frequent weekday video gameplay, might displace students’ homework;reducing academic performance, albeit by a small amount. Although some evidence hasbeen presented supporting this view, the emerging evidence is mixed. Significant theoreticalflaws have also limited our understanding of the relationship between video game play andadolescent academic performance. Here we show that, across approximately 219,000students, the frequency of video gameplay does not appear to have a systematicrelatio...
OBJECTIVE: Despite extensive debate, the proposed benefits and risks of video gaming in young people...
Research into mobile game addiction has increased over the previous two decades. The purpose of this...
People are uncertain about the role of excessive electronic game-playing on children's academic perf...
Video games are a common pastime for adolescents. There has been a relatively enduringconcern that t...
<div><p>Video-gaming is a common pastime among adolescents, particularly adolescent males in industr...
Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized ...
The purpose of the present research is to determine whether playing video games impacts academic per...
There are numerous claims that playing computer and video games may be educationally beneficial, but...
This study will examine the amount of video game time of adolescent males and their school performan...
Playing video games is a popular leisure activity among adolescents and youths. People's motivations...
OBJECTIVE. The purpose of this work was to test the relative effects of television, movie, and video...
Alyssia Schwab, Shane Gelster, Kaitlyn Cottrill, CWP102: Argumentation and ResearchFaculty Mentor(...
The purpose of this study was to investigate relationships between strategies students use in video ...
Video-gaming is a frequent choice for leisure-time activity among young males and females in advance...
Particularly during adolescence when social interactions and academic success lay the groundwork for...
OBJECTIVE: Despite extensive debate, the proposed benefits and risks of video gaming in young people...
Research into mobile game addiction has increased over the previous two decades. The purpose of this...
People are uncertain about the role of excessive electronic game-playing on children's academic perf...
Video games are a common pastime for adolescents. There has been a relatively enduringconcern that t...
<div><p>Video-gaming is a common pastime among adolescents, particularly adolescent males in industr...
Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized ...
The purpose of the present research is to determine whether playing video games impacts academic per...
There are numerous claims that playing computer and video games may be educationally beneficial, but...
This study will examine the amount of video game time of adolescent males and their school performan...
Playing video games is a popular leisure activity among adolescents and youths. People's motivations...
OBJECTIVE. The purpose of this work was to test the relative effects of television, movie, and video...
Alyssia Schwab, Shane Gelster, Kaitlyn Cottrill, CWP102: Argumentation and ResearchFaculty Mentor(...
The purpose of this study was to investigate relationships between strategies students use in video ...
Video-gaming is a frequent choice for leisure-time activity among young males and females in advance...
Particularly during adolescence when social interactions and academic success lay the groundwork for...
OBJECTIVE: Despite extensive debate, the proposed benefits and risks of video gaming in young people...
Research into mobile game addiction has increased over the previous two decades. The purpose of this...
People are uncertain about the role of excessive electronic game-playing on children's academic perf...