Relationship between Videogame Addiction and Academic Performance of Senior Secondary Students

Ranjit Kumar Behera*, Roshan Chandra**, Subhankita Rath***
* Gangadhar Meher University, Sambalpur, Odisha, India.
** Panchayat College, Bargarh, Odisha, India.
***Government Autonomous College, Rourkela, Odisha, India.
Periodicity:July - September'2024
DOI : https://doi.org/10.26634/jsch.20.1.21039

Abstract

Video game addiction is a global phenomenon. A high level of addiction leads to detrimental effects on the social, educational, and psychological aspects of the students. The objective of this study is to examine the relationship between videogame addiction and the academic performance of senior secondary students. For this, the study has used the descriptive survey-correlational method, and 160 participants were selected using the snowball sampling technique. A standardized tool was adopted to collect the data from the participants. The results of this study demonstrated that 16% of students have a very high level of addiction, 26.66% have a have a high level, 33.33% have an have an average level, 16% have a have a low level, and 8% have a videogame addiction. Correlational analysis explains the negative association that occurs between videogame addiction and academic performance of senior secondary students, and gender, living area, and academic streams were significant predictors of videogame addiction.

Keywords

Videogame Addiction, Academic Performance, Students, Social, Educational, Psychological Aspects, Correlational Analysis.

How to Cite this Article?

Behera, R. K., Chandra, R., and Rath, S. (2024). Relationship between Videogame Addiction and Academic Performance of Senior Secondary Students. i-manager’s Journal on School Educational Technology, 20(1), 29-36. https://doi.org/10.26634/jsch.20.1.21039

References

[21]. Liu, T. C., Desai, R. A., Krishnan-Sarin, S., Cavallo, D. A., & Potenza, M. N. (2011). Problematic internet use and health in adolescents: Data from a high school survey in Connecticut. The Journal of Clinical Psychiatry, 72(6), 15663.
[29]. Potkewitz, H. (2005). Chinese parents blame video game maker for deadly plunge of teen. Los Angeles Business Journal, 5.
[37]. UNICEF. (2017). Children in a Digital World. United Nations Children's fund (UNICEF).
If you have access to this article please login to view the article or kindly login to purchase the article

Purchase Instant Access

Single Article

North Americas,UK,
Middle East,Europe
India Rest of world
USD EUR INR USD-ROW
Online 15 15

Options for accessing this content:
  • If you would like institutional access to this content, please recommend the title to your librarian.
    Library Recommendation Form
  • If you already have i-manager's user account: Login above and proceed to purchase the article.
  • New Users: Please register, then proceed to purchase the article.