Russian Psychological Issues PsyJournals.ru
OPEN ACCESS JOURNALS
JournalsTopicsAuthorsEditor's Choice About PsyJournals.ruContact Us

  Previous issue (2019. Vol. 8, no. 1)

Journal of Modern Foreign Psychology

Publisher: Moscow State University of Psychology and Education

ISSN (online): 2304-4977

DOI: http://dx.doi.org/10.17759/jmfp

License: CC BY-NC 4.0

Started in 2012

Published quarterly

Free of fees
Open Access Journal

 

Videogames, academic performance and attention problems: practices and results of foreign empirical studies of children and adolescents

Soldatova G.U., Doctor in Psychology, Professor, Head of Specialization "Psychology of Negotiation and Conflict Resolution", Lomonosov Moscow State University, Moscow, Russia, soldatova.galina@gmail.com
Teslavskaia O.I., research fellow, Academy of Public Administration, Moscow, Russia, teslavskaia@gmail.com
Abstract
The article is a review of empirical studies on the problem of children and adolescents’ videogaming and its effects on academic performance and attention problems (including ADHD). Despite many types of research projects, and the variety of their designs and methods, the consistent point of view on how videogaming affect school marks and cognitive developments of schoolers of different ages is missing. There is an evidence of both negative and positive effects of videogaming on academic performance and ADHD; some results also show no significant effect. Diversity of research results may be caused by basic methodological position of research teams — whether videogaming is studied as a form of addiction, or normal leisure activity; a place which videogaming holds in conglomerate of determinants of children’ well-being; specificity of methods which are used for assess of academic performance, attention problems and intensiveness of videogaming.

Keywords: videogames, computer games, children, adolescents, academic performance, attention, ADHD, cognitive development, videogaming addiction/

Column: Educational psychology

DOI: http://dx.doi.org/10.17759/jmfp.2017060402

Funding

This work was supported by the Russian Foundation for Humanities. Project № 17-06-00762.

For Reference

References
  1. Pokolenie Selfie: pyat' mifov o sovremennoi molodezhi [Selfie generation: five myths about modern youth] [Elektronnyi resurs]. All-Russian Center for the Study of Public Opinion, press-vypusk № 3265 [VCIOM, press release no. 3265], 2016. Available at: http://wciom.ru/index.php?id=236&uid=115996 (Accessed 25.12.2017).
  2. Soldatova G.U., Shlyapnikov V.N. Igry, mul'tiki, ucheba [Games, cartoons, studies]. Deti v informatsionnom obshchestve [Children in the Information Society], 2014, no. 17, pp. 44–47.Petry N. et al. An international consensus for assessing internet gaming disorder using the new DSM-5 approach. Addiction, 2014, pp. 1399–1406. doi:10.1111/add.12457
  3. Bowers A., Berland M. Does recreational computer use affect high school achievement? Educational Research and Development, 2013, vol. 61, no. 1, pp. 51–69. doi:10.1007/s11423-012-9274-1
  4. Call of Duty Infographic: Over 300 Billion Grenades Thrown [Elektronnyi resurs]. Activision, 2013. Available at: https://blog.activision.com/t5/Call-of-Duty/Call-of-Duty-Infographic-Over-300-Billion-Grenades-Thrown/ba-p/9909305 (Accessed 25.12.2017).
  5. Drummond A., Sauer J. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading [Elektronnyi resurs]. PLoS ONE, 2014, 9 (4), e87943. Available at: http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0087943 (Accessed 25.12.2017).
  6. Essential facts about the computer and videogame industry [Elektronnyi resurs]. ESA. Entertainment Software Association. USA, 2017. Available at: http://www.theesa.com/about-esa/essential-facts-computer-video-game-industry (Accessed 25.12.2017).
  7. Grüsser S. et al. Excessive computer usage in adolescents - results of a psychometric evaluation. Wien KlinWochenschr, 2005, vol. 17, no. 5–6, pp. 188–95. doi:10.1007/s00508-005-0339-6
  8. Ferguson J. The influence of television and video game use on attention, and school problems: A multivariate analysis with other risk factors controlled. Journal of Psychiatric Research, 2010, vol. 45, no. 6, pp. 808–813. doi:10.1016/j.jpsychires.2010.11.010
  9. Game Shutdown Constitutional Court in Favor of Banning Nighttime Access to Online Games [Elektronnyi resurs]. Korea’s Premier Business Portal, 2014. Available at: http://businesskorea.co.kr/english/news/politics/4303-game-shutdown-constitutional-court-favor-banning-nighttime-access-online-games (Accessed 25.12.2017).
  10. Gentile D. Pathological video-game us among youth ages 8 to 18: A national study. Psychological Science, 2009, vol. 20, no. 5, pp. 594–602. Available at: http://journals.sagepub.com/doi/pdf/10.1111/j.1467-9280.2009.02340.x (Accessed 25.12.2017).
  11. Gentile D., Lim C.L., Khoo A. Video game playing, attention problems, and impulsiveness: evidence of bidirectional causality. Psychology of popular media culture, 2012, vol. 1, no. 1, pp. 62–70. doi:10.1037/a0026969
  12. Kovess-Masfety V. et al. Is time spent playing video games associated with mental health, cognitive and social skills in young children? Social Psychiatry and Psychiatric Epidemiology, 2016, vol. 51, no. 3, pp. 349–357. doi:10.1007/s00127-016-1179-6
  13. Lin S., Lepper M. Correlates of children’s usage of videogames and computers. Journal of applied social psychology, 1987, vol. 17, no. 1, pp. 72–93. doi:10.1111/j.1559-1816.1987.tb00293.x
  14. Rosen L. et al. Media and technology use predicts ill-being among children, preteens and teenagers independent of negative health impacts of exercise and eating habits. Computers in Human Behavior, 2014, vol. 35, pp. 364–375. doi:10.1016/j.chb.2014.01.036
  15. Media use by tweens and teens [Elektronnyi resurs]. S. Pai (ed.). USA, Common Sense Media, 2015. Available at: https://www.commonsensemedia.org/research/the-common-sense-census-media-use-by-tweens-and-teens (Accessed 25.12.2017).
  16. Posso A. Internet Usage and Educational Outcomes Among 15-Year-Old Australian students [Elektronnyi resurs]. International Journal of Communication, 2016, vol. 10, pp. 3851–3876. Available at: http://ijoc.org/index.php/ijoc/article/view/5586/1742 (Accessed 25.12.2017).
  17. Przybylski A., Mishkin A. How the quantity and quality of electronic games relates to adolescents’ academic engagement and psychological adjustment. Psychology of popular media culture, 2016, vol. 5, no. 2, pp. 145–146. doi:10.1037/ppm0000070
  18. Sparks J. The effect of microcomputers in the home on computer literacy test scores. USA, Central Missouri State University, 1986.
  19. Lenhart A. et al. Teens, technology and friendships. Video games, social media and mobile phones play an integral role in how teens meet and interact with friends [Elektronnyi resurs]. Pew Research Center. Washington, USA, 2015. Available at: http://www.pewinternet.org/2015/08/06/teens-technology-and-friendships/ (Accessed 25.12.2017).
  20. Swing E.L. et al. Television and videogame exposure and the development of attention problems. Pediatrics, 2010, vol. 126, no. 2, pp. 214–221. doi:10.1542/peds.2009-1508
  21. Van Schie E., Wiegman O. Children and Videogames: Leisure Activities, Aggression, Social Integration, and School Performance. Journal of Applied Social Psychology, 1997, vol. 27, no. 13, pp. 1175–1994. doi:10.1111/j.1559-1816.1997.tb01800.x
comments powered by Disqus
 
About PsyJournals.ruLaureate of the XIV National psychological contest «Golden Psyche» at the results of 2012

© 1997–2019 Portal of Russian Psychological Publications. All rights reserved

PsyJournals.ru in Russian

Publisher: Moscow State University of Psychology and Education

Catalogue of academic journals in psychology & education MSUPE

RSS Psyjournals at facebook Psyjournals at Twitter Psyjournals at Youtube Яндекс.Метрика