Topic > Case Studies on Video Games and Academic Performance

In recent years, the majority of teenagers and young adults spend time playing video games every week. Playing video games has become as popular as watching television as a means of entertainment and leisure (Burgess, Stermer, & Burgess, 2012). 81% of American youth report playing video games at least once a week (Burgess, Stermer, & Burgess, 2012). However, this number may be different in other places. In a continent like South Africa, which contains poorer countries within it, this number could be significantly lower as young people in those places may not even be able to afford a television or any form of video games. According to Burgess, Stermer, and Burgess (2012) playing video games has been associated with an increase in aggressive behavior and a decrease in prosocial behavior. Some studies have shown that increased aggression negatively affects academic performance (Burgess, Stermer, & Burgess, 2012). Many studies have shown that playing video games in general is associated with lower levels of homework, studying, and leisure reading, which negatively affect academic performance (Burgess, Stermer, & Burgess, 2012). However, some other factors might influence academic performance, such as how the instructor teaches and how the student learns.________________ This study focused on examining whether the amount of time spent playing video games affects on academic performance. The amount of time spent emphasizes the amount of time spent on video games each week, and academic performance represents the R score. Based on previous studies, it has been hypothesized that video games have a negative impact on academic performance. A negative impact, meaning that as the amount of time spent on video games increases, the R-score decreases, creating an inverse relationship between both