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The influence of playing video games on academic performance among graduates of Karunya University

Author

Listed:
  • G. Arockiyasamy

    (Karunya University, Coimbatore, India)

  • G. Arockiyasamy

    (Karunya University, Coimbatore, India)

  • Sujeevan Kumar Bullard

    (Karunya University, Coimbatore, India)

Abstract

Digital technology has made a tremendous impact on the life of younger generation, especially the student community. Their socialization process is realized through the means of mobile and Internet engagement. Spending time on technical gadgets is a vital part of their daily life. This attraction towards the digital world limits their academic concentration. This study deals with this problem in order to find out whether the students of Karunya University are engaged in such games that have any impact on their academic performance. Similar studies conducted earlier reveal that the Video games may have a detrimental effect on individual’s GPA and possibly on SAT scores (Anand, 2007). Another study indicates addictive technologies are consistently negatively related to scholastic performance while no such relationship is found for either time spent playing games or video game engagement (Skoric, Linda and Rachel, 2009). To verify this phenomenon, a random sampling survey method is used. The students of various disciplines were randomly selected as respondents of the study. The academic performance of the students is collected from the controller of examinations of Karunya University. The finding reveals the students’ choices in video game genres are significantly correlated with their overall performance indicated by the CGPA (.924). Similarly, the average time spent in such engagement per week is significantly correlated with academic performance which gave out the value of (0.842). The results also reveal that the students’ history of gaming since they were a kid is positively connected with their overall academic performance which is revealed by the correlation value of (0.982). The outcome also shows that the correlation between students’ engagement with video gaming and their academic performance in the first year of their college life is relatively higher than the subsequent years. As a conclusion, video game selection and time spent is significant in Karunya students’ academic performance. The rest of the variables in the study were insignificant. This study can be investigated further to strengthen the findings.

Suggested Citation

  • G. Arockiyasamy & G. Arockiyasamy & Sujeevan Kumar Bullard, 2016. "The influence of playing video games on academic performance among graduates of Karunya University," Journal of Advances in Humanities and Social Sciences, Dr. Yi-Hsing Hsieh, vol. 2(3), pages 119-132.
  • Handle: RePEc:apb:jahsss:2016:p:119-132
    DOI: 10.20474/jahss-2.3.1
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    Citations

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    Cited by:

    1. Siti Nurul Mahfuzah Mohamad∗ & Nur Syafiatun Safwana Sazali & Mohd Azran Mohd Salleh, 2018. "Gamification Approach in Education to Increase Learning Engagement," International Journal of Humanities, Arts and Social Sciences, Dr. Mohammad Hamad Al-khresheh, vol. 4(1), pages 22-32.
    2. Wen-Cheng Lu & Shieh-Liang Chen & Wen-Hong Chiu & Kuo Pin Li, 2018. "A study investigating the stage-by-stage pre-order platform strategies taking online pre-order catering platforms for example," International Journal of Business and Administrative Studies, Professor Dr. Bahaudin G. Mujtaba, vol. 4(6), pages 239-250.
    3. Ioan Cristian Mustața & Ioana Mustața, 2020. "Integration of Technology Enriched Games with Classical Teaching Instruments for the Development of Technical Communication Competencies," Journal of ICT, Design, Engineering and Technological Science, Juhriyansyah Dalle, vol. 4(1), pages 12-15.

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