A study of time management: The correlation between video game usage and academic performance markers

被引:106
作者
Anand, Vivek [1 ]
机构
[1] NE Educ Res Assoc Conference, Kerhonkson, NY USA
来源
CYBERPSYCHOLOGY & BEHAVIOR | 2007年 / 10卷 / 04期
关键词
D O I
10.1089/cpb.2007.9991
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This study analyzes the correlation between video game usage and academic performance. Scholastic Aptitude Test ( SAT) and grade-point average ( GPA) scores were used to gauge academic performance. The amount of time a student spends playing video games has a negative correlation with students' GPA and SAT scores. As video game usage increases, GPA and SAT scores decrease. A chi-squared analysis found a p value for video game usage and GPA was greater than a 95% confidence level ( 0.005 < p < 0.01). This finding suggests that dependence exists. SAT score and video game usage also returned a p value that was significant ( 0.01 < p < 0.05). Chi-squared results were not significant when comparing time spent studying and an individual's SAT score. This research suggests that video games may have a detrimental effect on an individual's GPA and possibly on SAT scores. Although these results show statistical dependence, proving cause and effect remains difficult, since SAT scores represent a single test on a given day. The effects of video games maybe be cumulative; however, drawing a conclusion is difficult because SAT scores represent a measure of general knowledge. GPA versus video games is more reliable because both involve a continuous measurement of engaged activity and performance. The connection remains difficult because of the complex nature of student life and academic performance. Also, video game usage may simply be a function of specific personality types and characteristics.
引用
收藏
页码:552 / 559
页数:8
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