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Essay / Case study on video games and academic performance
In recent years, most teenagers and young adults spend time playing video games every week. Video games have become as popular as television as an entertainment and leisure medium (Burgess, Stermer, & Burgess, 2012). Eighty-one percent of American youth report playing video games at least once a week (Burgess, Stermer, & Burgess, 2012). However, this number may be different in other locations. In a continent like South Africa, which has some of the poorest countries, this figure could be considerably lower, as young people in these places may not even be able to afford television or any form of video game. 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. A few studies have shown that an increase in aggression seriously affects academic performance (Burgess, Stermer, & Burgess, 2012). Numerous studies have demonstrated that video gaming in general is associated with less homework, studying, and leisure reading, which negatively affects academic performance (Burgess, Stermer, & Burgess, 2012). However, other factors can affect academic performance, such as how the instructor teaches and how the student learns.________________ The current study aimed to determine whether time spent on video games affected academic performance. Time spent focuses on the amount of time per week spent playing video games and academic performance represents the R score. Based on previous studies, it was hypothesized that video gaming had a negative impact on academic results. A bad impact which means that as time spent on video games increases, the R score decreases, creating an inverse relationship between the two.