| Literature DB >> 24699536 |
Aaron Drummond1, James D Sauer2.
Abstract
Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.Entities:
Mesh:
Year: 2014 PMID: 24699536 PMCID: PMC3974676 DOI: 10.1371/journal.pone.0087943
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Figure 1Frequency of single-player (top) and multiplayer (bottom) game use and science and mathematics performance.
Error bars represent 95% confidence intervals. As MLwiN does not calculate confidence intervals for multi-level models, we estimated confidence intervals as 1.96 times the standard error of the multilevel model slopes, as recommended in the MlwiN Manual [34].
Standard deviations for the relationship between frequency of videogame use and academic performance for single player and multiplayer videogames across countries and schools.
| Single player gameplay frequency | Multiplayer gameplay frequency | |||||||
| Variance across countries |
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| 23.38 | 1.46 | 2.25 | 5.07 | 21.97 | 3.45 | 5.46 | 6.10 |
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| 22.00 | 0.00 | 2.05 | 4.95 | 20.28 | 3.86 | 5.27 | 5.57 |
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| 18.94 | 1.02 | 2.46 | 4.93 | 18.37 | 3.81 | 5.46 | 6.48 |
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| 54.92 | 4.03 | 8.39 | 18.08 | 53.57 | 3.91 | 10.41 | 17.35 |
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| 55.55 | 6.50 | 8.19 | 16.05 | 54.53 | 4.86 | 11.30 | 15.87 |
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| 57.48 | 5.47 | 8.59 | 18.31 | 55.07 | 3.53 | 10.38 | 18.02 |