ArticlePDF Available

RELATIONSHIP BETWEEN VIDEOGAME ADDICTION AND ACADEMIC PERFORMANCE OF SENIOR SECONDARY STUDENTS

Authors:
  • Gangadhar Meher University

Abstract

Video game addiction is a global phenomenon. A high level of addiction leads to detrimental effects on the social, educational, and psychological aspects of the students. The objective of this study is to examine the relationship between videogame addiction and the academic performance of senior secondary students. For this, the study has used the descriptive survey-correlational method, and 160 participants were selected using the snowball sampling technique. A standardized tool was adopted to collect the data from the participants. The results of this study demonstrated that 16% of students have a very high level of addiction, 26.66% have a have a high level, 33.33% have an have an average level, 16% have a have a low level, and 8% have a videogame addiction. Correlational analysis explains the negative association that occurs between videogame addiction and academic performance of senior secondary students, and gender, living area, and academic streams were significant predictors of videogame addiction.
RESEARCH PAPERS
INTRODUCTION
The use of technological devices such as smartphones,
computers, tablets, etc. has increased among the
people, especially in children and adolescents. This rapid
growth of technology and high-speed internet has made
the internet game more accessible and become
popular among the children and adolescents, leading to
an increase in videogame players throughout the world
(Wang et al., 2014; Oliveira, 2017). The UNICEF (2017)
report explained that one-third of adolescents in the world
have used the internet regularly, and 75% of teenagers
from developed countries such as the US, Europe, and
Australia play electronic games on a daily basis (Farillon et
al., 2022). It has been reported by studies that the rate of
prevalence of gaming addiction in European countries
and North American countries is about 1% to 5% (Amin et
al., 2022; Barke et al., 2012; Demetrovics et al., 2008; Kuss
et al., 2013; Lopez-Fernandez et al., 2013; Morrison &
Gore, 2010; Poli & Argrimi, 2012; Liu et al., 2011; Yates et
al., 2012). India is not an exception to it, but the results vary
across different studies and across different states. For
instance, 3.5% of students are from Andhra Pradesh
(Undavalli et al., 2020), 3.6% from New Delhi (Singh et al.,
2019), and 4.25% from Tamil Nadu (Karthikeyan et al.,
2021).
Academicians have used the term videogame addiction
in many ways. For example, it is known as 'videogame
dependence' (Griffiths & Hunt, 1995, 1998), 'problematic
game playing' (Seay & Kraut, 2007), and 'pathological
RELATIONSHIP BETWEEN VIDEOGAME ADDICTION AND
ACADEMIC PERFORMANCE OF SENIOR SECONDARY STUDENTS
By
ABSTRACT
Video game addiction is a global phenomenon. A high level of addiction leads to detrimental effects on the social,
educational, and psychological aspects of the students. The objective of this study is to examine the relationship
between videogame addiction and the academic performance of senior secondar y students. For this, the study has
used the descriptive sur vey-correlational method, and 160 participants were selected using the snowball sampling
technique. A standardized tool was adopted to collect the data from the participants. The results of this study
demonstrated that 16% of students have a very high level of addiction, 26.66% have a have a high level, 33.33% have an
have an average level, 16% have a have a low level, and 8% have a videogame addiction. Correlational analysis
explains the negative association that occurs between videogame addiction and academic performance of senior
secondary students, and gender, living area, and academic streams were significant predictors of videogame
addiction.
Keywords: Videogame Addiction, Academic Performance, Students, Social, Educational, Psychological Aspects,
Correlational Analysis.
* Gangadhar Meher University, Sambalpur, Odisha, India.
** Panchayat College, Bargarh, Odisha, India.
***Government Autonomous College, Rourkela, Odisha, India.
https://doi.org/10.26634/jsch.20.1.21039
RANJIT KUMAR BEHERA *
Date Received: 26/07/2024 Date Revised: 03/08/2024 Date Accepted: 12/08/2024
ROSHAN CHANDRA ** SUBHANKITA RATH ***
29
l l
i-manager’s Journal on School Educational Technology, Vol. 20 No. 1 September 2024
(Potkewitz, 2005; Park & Ahn, 2010). Chrlton and Danforth
(2007) conducted an online survey on 400 game users
and found that more than 40% of players have faced
problems in their social lives, 30% in their daily work
activities, and 40% said videogames lead to conflict at
home.
Studies have shown the negative effect of excessive
smartphone use on academic achievement (Durak,
2019; Mendoza et al., 2018; Rozgonjuk et al., 2018). The
negative effect of smartphones can be explained in
three different ways: more use of smartphones leads to
decreased academic performance, students with basic
abilities and cognitive skills get academic success, and
internet videogame addiction can have a negative
effect on the achievement motivation of the students
(Sunday et al., 2021; Demir & Kutlu, 2020; Eliyani & Sari,
2021). Other studies have shown that more time spent
playing videogames is negatively associated with the
academic performance of the students (Farillon et al.,
2022; Polat & Topal, 2022).
Gender differences have a significant role in videogame
addiction. Studies have shown that male students
spending more time playing internet games leads to
decreased academic performance as compared to
female students who study more in their exam time (Adzic
et al., 2023). Other studies have explained that men tend
to show more addictive behavior than females because
of the game's competitiveness, interactive, and
teamwork aspects (Barnett & Coulson, 2010; Laconi et al.,
2017; Liu & Peng, 2009).
2. Need of the Study
Academic success in the secondary stage is crucial for all
students for their future opportunities. By conducting this
study, it can be possible to know how videogame
addiction relates to the academic performance of senior
secondary students and how it affects the academic
outcome of the students. The understanding of
videogame addiction can provide valuable insight to
educators, parents, and policymakers to provide
necessary interventions and support systems for
promoting better educational achievement and overall
gaming' (Amin et al., 2022; Johansson & Gotestam,
2004). It is primarily related to the psychosocial aspects of
an individual, which are associated with playing
videogames by using computers or mobile phones. The
term game addiction is related to excessive, compulsive,
obsessive, and problematic use of videogames (Charlton
& Danforth, 2007; Chou & Ting, 2003).
At the time of video games, students might forget about
their responsibilities and duties and get strongly attached
to the game. It has the potential to keep the students
away from other activities, including educational study.
Similarly, excessive use of videogames can reduce
interest in attaining the class and doing homework and
negatively affect the academic performance of the
students. This rapid growth of playing videogames among
the students can increase interest in researchers
investigating the relationship between game addiction
and the academic performance of senior secondary
students.
1. Literature Review
Though playing online videogames by students has some
positive implications, such as increasing hand-eye
coordination and problem-solving skills, studies have
explained its adverse effect on the educational, social,
physical, and mental health of the students (Mahmud et
al., 2023). Studies indicate that videogame addiction
can decrease the level of learning motivation, well-
being, and communication skills of students (Ye et al.,
2022). Studies have shown that excessive use or
compulsive use of computers or video games may lead
to a decrease in the capacity of attention (Swing et al.,
2010), increase psychological morbidities such as
depression and anxiety (Mentzoni et al., 2011), and
create psychosocial problems that may result in
decreasing the motivation of an individual to interact,
communicate, and make relationships with others (Kuss &
Griffiths, 2012). It has also been found that internet game
addiction promotes the students to commit suicide. For
instance, in December 2005, a 13-year-old boy from
China died after jumping out of an apartment. It is thought
that he was mimicking a scene from the game 'Warcraft 3'
where a character jumped, which led to his death
RESEARCH PAPERS
30 i-manager’s Journal on School Educational Technology, Vol. l l
20 No. 1 September 2024
Boys Girls Total
Boys (90) Girls (60) Total (150)
Number of Students
Addiction
Level
Percentage
Very High
High
Average
Low
Very Low
18
31
26
08
07
06
09
24
16
05
24
40
50
24
12
20
34.44
28.88
8.88
7.77
10
15
40
26.66
8.33
16
26.66
33.33
16
08
Different statistical methods have been used to analyze
the collected data from the participants. Descriptive
statistics such as simple percentages and frequencies
were used to explain the characteristics of the
participants. Apart from this, Pearson's correlation, F-test,
and regression analysis were also used to evaluate the
relationship, effect, and prediction of videogame
addiction on the academic performance of the students.
SPSS 27 was used for performing these statistics.
6. Results
One of the objectives of this study is to assess the level of
videogame addiction among senior secondary students.
As shown in Table 1, it can be said that 16% of students
were having a ver y high level of videogame addiction,
whereas 26.66% of students were showing a high level of
addiction. Additionally, 33.33% of students were having
an average level of addiction. Oppositely, 16% of
students showed low levels of addiction, whereas 8% of
students demonstrated ver y low levels of addiction.
Figure 1 shows the percentage of videogame addiction.
well-being.
3. Objectives of the Study
To study the level of videogame addiction of senior
secondary students.
To study the relationship between videogame
addiction and academic performance of senior
secondary students.
To study whether videogame addiction can be
predicted by gender, living area and academic
streams.
4. Hypotheses of the Study
H 1: Academic performance cannot be significantly
0
related to academic performance of adolescent
students.
H 2: Videogame addiction of senior secondary
0
students cannot be significantly predicted by
gender, living area and academic streams.
5. Methodology
A descriptive survey method has been used to assess the
relationship between videogame addiction and the
academic performance of senior secondary students.
The snowball sampling technique was used to select the
150 participants, among which 90 participants were boys
and 60 participants were girls from different higher
secondary schools in Bargarh district, Odisha, India. The
maximum number of participants (100) were from urban
backgrounds and 50 students from each academic
stream, i.e., arts, commerce, and science.
A standardized questionnaire was used to collect primar y
data from the participants. This scale was developed by
Lemmens et al. (2009), having 7 dimensions such as
silence, toler ance, mood mo dification, re lapse,
withdrawal, conflict, and problems. A 5-point Likert scale
was used to collect the response, which ranged from
never, rarely, sometimes, often, and very often. The
demographi c pr ofiles such as gender, locality,
academic achievement, etc. were included in the
questionnaire. Videogame addiction was considered an
independent variable, and the academic performance
of the students was considered a dependent variable.
·
·
·
·
·
RESEARCH PAPERS
Table 1. Percentage Analysis of Videogame Addiction
Figure 1. Percentage of Videogame Addiction
31
l l
i-manager’s Journal on School Educational Technology, Vol. 20 No. 1 September 2024
Gender
Living Area
Academic Stream
Male
Female(ref.)
Rural(ref.)
Urban
Arts(ref.)
Commerce
Science
1
2
3
5.540
7.264
7.513
6.124
0.216
0.194
0.241
10.954
11.654
12.012
<0.01
<0.01
<0.01
6.352
5.124
2.245
4.156
<0.01
<0.01
<0.05
<0.01
Model Regression Weight β2
Rf-value p-value t-value p-value
Videogame
Addiction
Silence
Tolerance
Mood Modification
Relapse
Withdrawal
Conflict
Problems
Overall
-0.41
-0.25
-0.34
-0.49
-0.37
-0.52
-0.24
-0.36
0.01
0.05
0.01
0.01
0.01
0.01
0.05
0.01
Variables Academic
Achievement
Significance
Level
for the third model.
As shown in Table 3, it can be said that gender was a
significant predictor of videogame addiction (f = 10.954,
p<0.01), (t = 6.352, p<0.01), and explained 21.6%
variation in videogame addiction. The beta coefficient
between male and female students significantly explains
that male students were predicted to have a 5.54 higher
score in videogame addiction as compared to female
students.
The second model, i.e., living area, is also a significant
predictor of videogame addiction (f = 11.654, p<0.01),
(t = 5.124, p<0.01), and explains 19.4% variation as R2 =
0.194. The beta coefficient explains the significant
difference between rural and urban students, where
urban students were predicted to have 7.264 more scores
in videogame addiction as compared to rural students.
The third model explains that academic streams were
significant predictors of videogame addiction, where f =
12.012 p<0.01 and explains 24.1% variation as R2 =
0.241. The beta coefficient between arts and commerce
is significantly explained that commerce students were
predicted to have a 7.513 higher score in videogame
addiction as compared to arts students, as t = 2.245
p<0.05. Similarly, the beta coefficient between arts and
science students is significantly explained that science
students were predicted to have 6.124 more scores in
videogame addiction as compared to arts students, as t
= 4.156, p<0.01.
7. Discussion
Videogame addiction is related to excessive and
compulsive use of videogames, which has detrimental
effects on socio-educational and psycho-social aspects
of students. Excessive play of videogames can decrease
the attention capacity and learning motivation and
6.1 Relationship between Videogame Addiction and
Academic Performance of Senior Secondary Students
A coefficient of correlation was used to determine the
relationship between videogame ad diction and
academic achievement of senior secondary students. As
shown in Table 2, it can be said that there is a negative
association between academic achievement and
silence (r = -0.41, p<0.01), tolerance (r = -0.25, p<0.05),
mood modification (r = -0.34, p<0.01), relapse (r = -0.49,
p<0.01), withdrawal (r = -0.37), conflict (r = -0.52,
p<0.01), and problems (r = -0.24, p<0.05). Overall, there
is a significant negative relationship between videogame
addiction and academic performance of the students (r
= -0.36 p<0.01).
6.2 To Study Whether Videogame Addiction can be
Predicted by Gender, Living Area, and Academic
Stream
In order to evaluate the prediction of gender, living area,
and academic streams in relation to videogame
addiction, the study has used simple linear regression by
converting the categorical variables into dummy
variables, where female students were considered a
reference group for the first model, rural students were
considered a reference group for the second model, and
arts stream students were considered a reference group
RESEARCH PAPERS
Table 2. Correlation Analysis
Table 3. Regression Analysis
32 i-manager’s Journal on School Educational Technology, Vol. l l
20 No. 1 September 2024
excessive play of video games among the students.
References
[1]. Adžić, S., Savić Tot, T., Savić, V., Runić Ristić, M., & Tot,
V. (2023). Student achievement in relation to time spent
st udyin g and play ing vi deo ga mes: A gend er
perspective. TEM Journal, 12(2), 832-839.
[2]. Amin, K. P., Griffiths, M. D., & Dsouza, D. D. (2022).
Online gaming during the COVID-19 pandemic in India:
Strategies for work-life balance. International Journal of
Mental Health and Addiction, 20(1), 296-302.
[3]. Barke, A., Nyenhuis, N., & Kröner-Herwig, B. (2012).
The German version of the internet addiction test: A
validation study. Cyberpsychology, Behavior, and Social
Networking, 15(10), 534-542.
[4]. Barnett, J., & Coulson, M. (2010). Virtually real: A
psychological perspective on massively multiplayer
online games. Review of General Psychology, 14(2), 167-
179.
[5]. Charlton, J. P., & Danforth, I. D. (2007). Distinguishing
addiction and high engagement in the context of online
game playing. Computers in Human Behavior, 23(3),
1531-1548.
[6]. Chou, T. J., & Ting, C. C. (2003). The role of flow
experience in cyber-game addiction. CyberPsychology
& Behavior, 6(6), 663-675.
[7]. Demetrovics, Z., Szeredi, B., & Rózsa, S. (2008). The
th ree-fac to r m od el o f I nt er net addicti on : T he
de velopment of th e p ro bl em at ic i nt er net u se
questionnaire. Behavior Research Methods, 40(2), 563-
574.
[8]. Demir, Y., & Kutlu, M. (2020). Relationships among
internet addiction, academic motivation, academic
https://doi.org/10.18421/TEM122-28
https://doi.org/10.1007/s11469-020-00358-1
https://doi.org/10.1089/cyber.2011.0616
https://doi.org/10.1037/a0019442
https://doi.org/10.1016/j.chb.2005.07.002
https://doi.org/10.1089/109493103322725469
https://doi.org/10.3758/BRM.40.2.563
increase stress and anxiety among the students. Along
with this, it is negatively associated with the academic
performance of the students.
The first objective of this study explains that 16% of
students are having very high levels of addiction, 26.66%
are having a high level of addiction, 33.33% are having
average levels of addiction, 16% are having low levels of
addiction, and 8% of students are having a ver y low level
of addiction. The results of this study are comparatively
higher than those of other studies conducted in Andhra
Pradesh (Undavalli et al., 2020), New Delhi (Singh et al.,
2019), and Tamil Nadu (Karthikeyan et al., 2021). It has
also been found that the academic performance of the
students is significantly negatively related to silence (-
0.41), mood modification (-0.34), tolerance (-0.25),
relapse (-0.49), withdrawal (-0.37), conflict (-0.52), and
problems (-0.24) dimensions of videogame addiction
(Farillon et al., 2022; Polat & Topal, 2022).
Predictor analysis explains that gender was a significant
predictor of videogame addiction, where male students
are predicted to have a 5.54 higher score as compared
to female students as beta score (β = 5.540) and 21.6%
variation occurred due to videogame addiction.
Similarly, living area is a significant predictor of
videogame addiction, explaining 19.4% variation, and
urban students are predicted to have more as compared
to rural students. Similarly, academic streams are also a
significant predictor of videogame addiction, explains
24.1% variation, and commerce students are predicted
to have 7.51% more score as compared to arts students,
and science students are predicted to have 6.124 more
as compared to arts students.
Conclusion
Vi de og am e addiction b ec om es a widespread
phenomenon. The negative effect of videogame
addiction has been an extensively focused area in
research. The results of various studies have shown that
excessive play of videogames can negatively affect the
social, educational, and psychological aspects of the
students. This study helps the parents, educators, and
administrators to take necessary steps for minimizing the
RESEARCH PAPERS
33
l l
i-manager’s Journal on School Educational Technology, Vol. 20 No. 1 September 2024
https://doi.org/10.18203/2394-6040.ijcmph20213689
https://doi.org/10.1556/jba.1.2012.1.1
https://doi.org/10.1016/j.chb.2012.12.024
https://doi.org/10.1016/j.chb.2017.06.012
https://doi.org/10.1080/15213260802669458
https://doi.org/10.1016/j.chb.2009.06.002
https://doi.org/10.1089/cyber.2012.0250
[16]. Kuss, D. J., & Griffiths, M. D. (2012). Online gaming
addiction in children and adolescents: A review of
empirical research. Journal of Behavioral Addictions,
1(1), 3-22.
[17]. Kuss, D. J., Griffiths, M. D., & Binder, J. F. (2013).
Internet addiction in students: Prevalence and risk factors.
Computers in Human Behavior, 29(3), 959-966.
[18]. Laconi, S., Pirès, S., & Chabrol, H. (2017). Internet
gamin g d is order, m otive s, gam e g en res and
psychopathology. Computers in Human Behavior, 75,
652-659.
[19]. Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009).
Development and validation of a game addiction scale
for adolescents. Media Psychology, 12(1), 77-95.
[20]. Liu, M., & Peng, W. (2009). Cognitive and
psychological predictors of the negative outcomes
associated with playing MMOGs (massively multiplayer
online games). Computers in Human Behavior, 25(6),
1306-1311.
[21]. Liu, T. C., Desai, R. A., Krishnan-Sarin, S., Cavallo, D.
A., & Potenza, M. N. (2011). Problematic internet use and
health in adolescents: Data from a high school survey in
Connecticut. The Journal of Clinical Psychiatry, 72(6),
15663.
[22]. Lopez-Fernandez, O., Freixa-Blanxart, M., &
Honrubia-Serrano, M. L. (2013). The problematic internet
entertainment use scale for adolescents: Prevalence of
problem internet use in Spanish high school students.
Cyberpsychology, Behavior, and Social Networking,
16(2), 108-118.
[23]. Mahmud, S., Jobayer, M. A. A., Salma, N., Mahmud,
A., & Tamanna, T. (2023). Online gaming and its effect on
academic per formance of Bangladeshi university
procrastination, and school attachment in adolescents.
International Online Journal of Educational Sciences,
10(5), 315-332.
[9]. Durak, H. Y. (2019). Investigation of nomophobia and
smartphone addiction predictors among adolescents in
Turkey: D em og ra ph ic variables a nd academic
performance. The Social Science Journal, 56(4), 492-
517.
[10]. Eliyani, E., & Sari, N. F. (2021). The effect of online
game activities on student learn motivation. Jurnal Pelita
Pendidikan, 9(2), 65-70.
[11]. Farillon, L. M. F., Farillon, K. S. F., & Farillon, E. F. (2022).
Computer games addiction and class performance of
selected Philippine senior high school students. Utamax:
Journal of Ultimate Research and Trends in Education,
4(3), 186-201.
[12]. Griffiths, M. D., & Hunt, N. (1995). Computer game
playing in adolescence: Prevalence and demographic
indicators. Journal of Community & Applied Social
Psychology, 5(3), 189-193.
[13]. Griffiths, M. D., & Hunt, N. (1998). Dependence on
computer games by adolescents. Psycholog ical
Reports, 82(2), 475-480.
[14]. Johansson, A., & Götestam, K. G. (2004). Problems
with computer games without monetary reward: Similarity
to pathological gambling. Psychological Reports, 95(2),
641-650.
[15]. Karthikeyan, E., Norman, P., Thirunaaukarasu, D.,
Geetha, M., & Kumar, H. (2021). Relationship between
internet gaming disorder and insomnia among medical
college students of Kanchipuram district, Tamil Nadu.
International Journal of Community Medicine and Public
Health, 8(10), 4786.
http://doi.org/10.15345/iojes.2018.05.020
https://doi.org/10.1016/j.soscij.2018.09.003
https://doi.org/10.24114/jpp.v9i2.23843
https://doi.org/10.31849/utamax.v4i3.10292
https://doi.org/10.1002/casp.2450050307
https://doi.org/10.2466/pr0.1998.82.2.475
https://doi.org/10.2466/pr0.95.2.641-650
RESEARCH PAPERS
34 i-manager’s Journal on School Educational Technology, Vol. l l
20 No. 1 September 2024
[31]. Seay, A. F., & Kraut, R. E. (2007, April). Project
massive: Self-regulation and problematic use of online
gaming. In Proceedings of the SIGCHI Conference on
Human Factors in Computing Systems (pp. 829-838).
[32]. Singh, M. (2019). Compulsive digital gaming: An
emerging mental health disorder in children. The Indian
Journal of Pediatrics, 86(2), 171-173.
[33]. Singh, S., Dahiya, N., Singh, A. B., Kumar, R., &
Balhara, Y. P. S. (2019). Gaming disorder among medical
college students from India: Exploring the pattern and
correlates. Industrial Psychiatry Journal, 28(1), 107-114.
[34]. Sunday, O. J., Adesope, O. O., & Maarhuis, P. L.
(2021). The effects of smartphone addiction on learning:
A meta-analysis. Computers in Human Behavior Reports,
4, 100114.
[35]. Swing, E. L., Gentile, D. A., Anderson, C. A., & Walsh,
D. A. (2010). Television and video game exposure and the
development of attention problems. Pediatrics, 126(2),
214-221.
[36]. Undavalli, V. K., Rani, G. S., & Kumar, J. R. (2020).
Prevalence of internet gaming disorder in India: A
technological hazard among adolescents. International
Journal of Community Medicine and Public Health, 7(2),
688.
[37]. UNICEF. (2017). Children in a Digital World. United
Nations Children's fund (UNICEF).
[38]. Wang, C. W., Chan, C. L., Mak, K. K., Ho, S. Y., Wong,
P. W., & Ho, R. T. (2014). Prevalence and correlates of video
and internet gaming addiction among Hong Kong
adolescents: A pilot study. The Scientific World Journal,
2014(1), 874648.
[39]. Yates, T. M., Gregor, M. A., & Haviland, M. G. (2012).
Child maltreatment, alexithymia, and problematic
https://doi.org/10.1145/1240624.1240749
https://doi.org/10.1007/s12098-018-2785-y
https://doi.org/10.4103/ipj.ipj_96_18
https://doi.org/10.1016/j.chbr.2021.100114
https://doi.org/10.1542/peds.2009-1508
https://doi.org/10.18203/2394-6040.ijcmph20200450
https://doi.org/10.1155/2014/874648
students: A cross sectional study. Health Science Reports,
6(12), e1774.
[24]. Mendoza, J. S., Pody, B. C., Lee, S., Kim, M., &
McDonough, I. M. (2018). The effect of cellphones on
attention and learning: The influences of time, distraction,
and nomophobia. Computers in Human Behavior, 86,
52-60.
[25]. Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth,
H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011).
Problematic video game use: Estimated prevalence and
as so ci at ions with m en ta l and p hy si cal health .
Cyberpsychology, Behavior, and Social Networking,
14(10), 591-596.
[26]. Morrison, C. M., & Gore, H. (2010). The relationship
between excessive Internet use and depression: A
questionnaire-based study of 1,319 young people and
adults. Psychopathology, 43(2), 121-126.
[27]. Polat, A., & Topal, M. (2022). Relationship between
digital game addiction with body mass index, academic
achievement, player types, gaming time: A cross-
sectional study. Journal of Educational Technology and
Online Learning, 5(4), 901-915.
[28]. Poli, R., & Agrimi, E. (2012). Internet addiction
disorder: Prevalence in an Italian student population.
Nordic Journal of Psychiatry, 66(1), 55-59.
[29]. Potkewitz, H. (2005). Chinese parents blame video
game maker for deadly plunge of teen. Los Angeles
Business Journal, 5.
[30]. Rozgonjuk, D., Saal, K., & ht, K. (2018).
Problematic smartphone use, deep and surface
approaches to learning, and social media use in lectures.
International Journal of Environmental Research and
Public Health, 15(1), 92.
https://doi.org/10.1002/hsr2.1774
https://doi.org/10.1016/j.chb.2018.04.027
https://doi.org/10.1089/cyber.2010.0260
https://doi.org/10.1159/000277001
https://doi.org/10.31681/jetol.1156594
https://doi.org/10.3109/08039488.2011.605169
https://doi.org/10.3390/ijerph15010092
RESEARCH PAPERS
35
l l
i-manager’s Journal on School Educational Technology, Vol. 20 No. 1 September 2024
(2022). Effects of short video addiction on the motivation
and well-being of Chinese vocational college students.
Frontiers in Public Health, 10, 847672.
https://doi.org/10.3389/fpubh.2022.847672
internet use in young adulthood. Cyberpsychology,
Behavior, and Social Networking, 15(4), 219-225.
[40]. Ye, J. H., Wu, Y. T., Wu, Y. F., Chen, M. Y., & Ye, J. N.
https://doi.org/10.1089/cyber.2011.0427
RESEARCH PAPERS
ABOUT THE AUTHORS
Ranjit Kumar Behera has completed his MA in Education from Gangadhar Meher University, Sambalpur, Odisha, in 2022 and his
MA in Psychology from Indira Gandhi National Open University (IGNOU), New Delhi, India, in 2024. He has qualified UGC-NET-JRF
in Education. He had attended two national seminars and presented a paper in one national seminar. He has published 4
articles in international journals. His research interest area includes ICT in Education, Educational Psychology and Educational
Sociology.
Roshan Chandra is a Student of Panchayat Degree College, Bargarh, Odisha, India. He is pursuing an M.A. in Education at
S.C.S. Autonomous College, Puri, Odisha, India, through IGNOU. His areas of interest include Educational Philosophy,
Educational Psychology and Educational Sociology.
Subhankita Rath has completed her Master's degree in Education from Government Autonomous College Rourkela, Odisha,
India, affiliated to Sambalpur University in 2022. She qualified NTA-UGC-NET in Education and OSSTET. She had attended one
national seminar and published one research article in an international journal. Her interest area of research includes
Educational Psychology.
36 i-manager’s Journal on School Educational Technology, Vol. l l
20 No. 1 September 2024
... The addiction has a direct link to weak academic results due to how gaming absorbs study time and impedes concentration abilities (Ciudad-Fernández et al., 2024). Video game addiction shows higher prevalence rates among students who have specific social and demographic characteristics and personal characteristics, according to (Yue, 2024) and (Behera et al., 2024) According to a study conducted in Turkey (Caner & Evgin, 2021) there is a clear relationship between digital game addiction, aggressive behavior, impulsivity, and emotional eating. Similarly, there is a consensus amongst the vast majority of violent video game researchers that too much exposure to violent video games or negative scenarios in video games can trigger the likelihood of aggressive attacks, thoughts, feelings, and behaviors in real life. ...
Article
This paper aims to analyze the association between video game addiction, aggressive behavior, and the negative impact on physical health among children in Pakistan. With the growing prevalence of excessive or pathological video gaming, concerns regarding its psychological and physiological effects have gained significant attention in media and psychological studies. This research aims to explore how video game addiction influences children’s aggression levels and physical well-being. A qualitative approach was used, utilizing semi-structured interviews and focus groups conducted on 30 children between 8 and 15 years, comprising 15 boys and 15 girls. The thematic analysis of data revealed a strong correlation between prolonged video gaming and increased aggression as well as poor physical health, including issues such as disrupted sleep patterns, poor dietary habits, and reduced physical activity. These findings also corroborate similar previous studies pointing to the negative impacts of excessive video gaming on childhood development. The study contributes to the broader discussion on the mental and physical consequences of gaming addiction and underscores the necessity of intervention strategies. Understanding these impacts is essential for policymakers, educators, and parents in mitigating the risks associated with excessive gaming. The research advocates for future studies focusing on the long-term developmental effects of video game addiction. It emphasizes the need for prevention strategies tailored to Pakistani society to safeguard the children’s well-being.
Article
Full-text available
Digital game addiction was classified as a disease by the World Health Organization. It is characterized by impaired control over gaming and increasing priority given to gaming over other activities. Especially for school-age children, there are concerns about the effects of gaming addiction on health problems that are difficult to treat later and on their future careers. This study was conducted to analyze the relationship between academic achievement, body mass index and player types and computer game addiction of secondary school students. Study participants included 289 students attending fifth and sixth grades in a public school in Sivas province during the 2018-2019 academic year in Turkey. The data were analyzed with hierarchical regression analysis. The study findings revealed that digital game addiction was significantly predicted by gender, academic achievement score, computer and smartphone gameplay per-week, but not significantly predicted by the body mass index and player type variables. These findings suggest that male students with high weekly gameplay on computers and smartphones were exposed to a high risk of digital game addiction, and digital game addiction negatively affects academic achievements of the students. Future studies could be carried on focusing on the games and the types of games played by the students with similar variables.
Article
Full-text available
Research on smartphone use among college students is extensive. Although numerous studies have examined the relationships between mobile phone use and academic achievements, many such studies have yielded mixed findings. Hence, the overarching goal of this meta-analysis was to comprehensively synthesize existing research to investigate the effects of smartphone addiction on learning. The authors included 44 studies (45 effects) in the analysis yielding a sample size of N = 147,943 college students from 16 countries. The results show that smartphone addiction negatively impacts students' learning and overall academic performance (Q (43) = 711.87, p < .001, r = −0.12). Further, findings suggest that the greater the use of a phone while studying, the greater the negative impact on learning and academic achievement. Additionally, the results suggest that skills and cognitive abilities needed for students’ academic success and learning are negatively impacted. Implications of these findings are discussed, and recommendations for future research are delineated.
Article
Full-text available
This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.
Article
Full-text available
The goals of this study were to (a) examine the phenomenology and developmental correlates of problematic Internet use (PIU) in a large and diverse college student sample; (b) evaluate a developmental process model of PIU in which the expected association between child maltreatment and PIU would be explained by alexithymia; and (c) explore these relations as a function of gender and race. PIU was assessed in a sample of 1,470 college students (62.9 percent female, 37.1 percent male; M(age)=19.13 years [SD=1.49]; 46.1 percent Asian, 28.2 percent Hispanic, 16.3 percent White, 5.9 percent Black, and 3.5 percent Multiracial/Other) who participated in a larger study of young adult adaptation, which included measures of child maltreatment, alexithymia, self-concept, social support, and psychopathology. Males and Asian students endorsed higher levels of PIU than females and other ethnoracial groups, respectively. PIU was related to contemporaneous maladaptation in the form of decreased self-concept, lower social support, and increased psychopathology across groups. Experiences of child maltreatment were related to increased PIU, and mediation analyses showed that this relation was partially explained by alexithymia. These relations were comparable across males and females and between Asian and non-Asian respondents. The analyses provide evidence for the significant role of child maltreatment and the cognitive-affective deficits it precipitates in understanding pathways toward PIU in young adulthood. Our findings suggest that maltreated youth are at disproportionate risk for PIU, and their capacities to regulate and process emotion are important targets for prevention and therapeutic intervention.
Article
Full-text available
Television viewing has been associated with greater subsequent attention problems in children. Few studies have examined the possibility of a similar association between video games and attention problems, and none of these has used a longitudinal design. A sample of 1323 middle childhood participants were assessed during a 13-month period by parent- and child-reported television and video game exposure as well as teacher-reported attention problems. Another sample of 210 late adolescent/early adult participants provided self-reports of television exposure, video game exposure, and attention problems. Exposure to television and video games was associated with greater attention problems. The association of television and video games to attention problems in the middle childhood sample remained significant when earlier attention problems and gender were statistically controlled. The associations of screen media and attention problems were similar across media type (television or video games) and age (middle childhood or late adolescent/early adult). Viewing television and playing video games each are associated with increased subsequent attention problems in childhood. It seems that a similar association among television, video games, and attention problems exists in late adolescence and early adulthood. Research on potential risk factors for attention problems should be expanded to include video games in addition to television.
Article
Full-text available
There is a growing awareness of a psychiatric construct that needs to be better defined and understood: Internet addiction (IA). Recently there has been much public concern over the relationship between Internet use and negative affect. This study explored the concept of IA and examined the relationship between addictive symptoms and depression. An online questionnaire was used to measure participants' Internet use, the functions for which they used the Internet, and their depressive tendencies. Three scales were included: the IA Test, the Internet Function Questionnaire and the Beck Depression Inventory (BDI). 1,319 respondents completed the questionnaires, with 18 (1.2%) identified as falling in the IA category. Correlational analyses were conducted across the whole data sample. In factorial analyses, the 18 IA respondents were compared to a matched group of non-addicted (NA) respondents in terms of their scores on the Function Test and the BDI. Across the whole data sample, there was a close relationship between IA tendencies and depression, such that IA respondents were more depressed; there were also significant differences between the sexes, with men showing more addictive tendencies than women. In addition, young people were significantly more likely to show addictive symptoms than were older people. There was a significant difference between the IA and the NA group in their levels of depressive symptoms, with the NA group firmly in the non-depressed range, and the IA group in the moderately-to-severely depressed range (F(1, 34) = 22.35; p < 0.001). In terms of the function for which they used the Internet, the IA group engaged significantly more than the NA group in sexually gratifying websites, gaming websites and online community/chat websites. The concept of IA is emerging as a construct that must be taken seriously. Moreover, it is linked to depression, such that those who regard themselves as dependent on the Internet report high levels of depressive symptoms. Those who show symptoms of IA are likely to engage proportionately more than the normal population in sites that serve as a replacement for real-life socialising. Further work needs to be done on validating this relationship. Future research is needed to corroborate the existing evidence and address the nature of the relationship between IA and depression: there is comorbidity between these conditions that needs greater investigation.
Article
Excessive digital gaming is emerging as a mental health disorder because youngsters are losing control of their lives by wasting their time by indulging in online multiplayer games. The popularity of the games can be gauged by the fact that India’s online gaming market of US 360millionisexpectedtogrowto360 million is expected to grow to 1 billion by 2021. Video gaming is an obsessive compulsive disorder. The players enjoy creating and building relationships with other online characters, which provides a virtual community feeling at the expense of one-to-one social interactions and real life bonding. In due course of time, the players are preoccupied or “hooked” to the games and display mood swings like irritability, restlessness, and aggressive behavior when they are denied the playing gadgets. Realizing the multifarious health hazards of digital gaming, WHO has recently classified it as a mental health disorder in the 11th revision of its International Classification of Diseases (ICD-11) so that it is accorded the state health benefits for its prevention and treatment. The technology is both a boon as well as a bane, the option is with us. It is important to avoid all obsessions or compulsions in life in order to follow the philosophy of “middle path”.
Article
Since Internet gaming disorder recently appeared in the section III of the Diagnostic and Statistical Manual of Mental Disorders-5 (DSM-5), little investigation has been performed. Besides, more data on Internet gaming behaviors is needed in French samples. Therefore, the main purpose of this study was to assess the prevalence of Internet gaming disorder in a sample of French young Internet users and to explore the relationships between Internet gaming disorder, time spent on the Internet, gaming time and motives, game genre, and psychopathology. Our sample consisted of 418 online gamers recruited online, aged from 18 to 30 years (M = 22; SD = 3) and constituted of 206 women (49%) and 212 men. They completed several scales assessing characteristics of Internet use and gaming behaviors as well as depression and self-esteem. The prevalence of Internet gaming disorder was nearly 2% (n = 8). Hierarchical regression analysis revealed that time spent on the Internet, gaming motives and depressive symptoms were significant predictors of Internet gaming disorder scores, with differences according to gender. Problematic gamers had higher mean scores of social, escape, coping and fantasy motives and psychopathology than non-problematic gamers. This study highlights the relationships between Internet gaming disorder, motives, game genres and psychopathological variables, as differences between gamers with and without Internet gaming disorder. Motives such escape appears as a highly important factor, highlighting why internet gaming disorder could be considered as a dysfunctional coping strategy.
Article
Internet addiction is one of the latest forms of addiction that has attracted the attention of popular media and researchers in these last few years. Several authors think Internet addiction is a separate disorder that merits inclusion in DSM-V. There is considerable controversy about this opinion. The aim of this study was to assess the prevalence of Internet addiction in a representative sample of high school students attending secondary institutions in the district of Cremona and to assess any difference concerning variables such as gender, age, place of residence and kind of school attended. The Italian version of the Internet Addiction Test (IAT) has been administered to a sample of 2533 students from different kinds of school. The survey also required social and demographic data. The majority of respondents were classified as normal users of the Internet (n = 2386, 94.19%), with 127 (5.01%) moderately addicted and 20 (0.79%) seriously addicted. Significant differences in gender and in kinds of school were found. No statistical differences were revealed in age and urban or rural conditions. Our study has confirmed the general use of the Internet among youngest people, the emergence of Internet addiction and the male preponderance of this phenomenon.
  • M Liu
  • W Peng
Liu, M., & Peng, W. (2009). Human Behavior, 25(6), 1306-1311.