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Do computer games jeopardize educational outcomes? A prospective study on gaming times and academic achievement

Bibliographic Data

ID22249367
AuthorsTimo Gnambs (0000-0002-6984-1276, Johannes Kepler University of Linz, corresponding author), Lukasz Stasielowicz (0000-0001-7938-4681, Osnabrück University), Ilka Wolter (0000-0003-0421-2871, Leibniz Institute for Educational Trajectories), M Appel (0000-0003-4111-1308, University of Würzburg)
Year2020
Volume9
Issue1
Pages69-82
Publication date2020-01-01
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenuePsychology of Popular Media (JOURNAL)
Journal identifiersISSN: 2689-6567 • E-ISSN: 2689-6575
PublisherAmerican Psychological Association (APA) (PUBLISHER)
DOI10.1037/ppm0000204
OpenAlexW2891502179
LanguageEN
Citations received10
References cited32

Playing computer and video games is a popular pastime activity for many adolescents worldwide. However, the increasing amount of time spent on these games each day raised fears that this comes at the expense of school and, over the long run, impairs academic achievement. Extending prior research, the present study on a sample of N = 3,554 German adolescents (56% girls) adopted a prospective design and examined the effects of the time playing computer games each day on grades and domain-specific competences in mathematics and reading over time. Robust polynomial regressions combined with specification curve analyses showed that longer gaming times predicted worse grades two years later. These results could be replicated after controlling for initial grades and reasoning abilities. In contrast, mathematical and reading competences were not affected by gaming times. Thus, playing computer and video games can result in a noticeably, albeit small, loss of educational returns, but it does not affect basic competences

Academic achievement · German · Mathematics education · Multimedia · Video game · Child Development and Digital Technology · Cognitive Abilities and Testing · Computer Science · Educational Games and Gamification · Psychology · Artificial Intelligence

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Unique citing works10
Citations per year1,67
Citation span2020 - 2025 (6)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 9

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