In the past, academic performance was often measured more by ear than today. Teachers
observations made up the bulk of the assessment, and todays summation, or numerical,
method of determining how well a student is performing is a fairly recent invention.
The hypothesis is that there may be statistically significant variations between gaming
frequency and performance in examinations for certain academic subjects * for instance,
whether frequent gamers perform better in technical subjects; or whether those who prefer
games of certain genres, such as collaborative role-playing games, perform better in, say,
humanities subjects. It is important to note at the outset that if such relationships do exist,
it would be difficult if not impossible to determine any causal factors. It may be that
students who perform well in certain subjects are already attracted to video games, perhaps
more easily becoming addicted to them than those who perform less well. Only controlled
experiments could uncover the possible fact that frequent game playing improves
performance, or the reverse, and it would be a formidable feat to design an experiment
which would give foolproof results since so many variables, known and unknown, are
likely to have an effect. The aim of this paper is to investigate research into games and
education: whether or not there is a link between the frequency with which online games
are played, the type of online gaming being used, and academic achievement, as measured
by traditional examination results, of those who play them.
Nevertheless, as will be seen, the results of a questionnaire provide an interesting insight
into some commonly held beliefs, such as that time spent playing video games is time
wasted as far as academic achievement is concerned, or * surprisingly, not an uncommon
idea * that the reverse is true, that is, that game playing trains the mind. The following is a
brief overview of prominent issues relating to computer and video games in education,
provided here as background to the results to be presented in this paper.
Rationale of the study:
The computer and video game industry has grown considerably over the past decade. In
2005 a study conducted by the Kaiser Family Foundation: “Generation M: Media in the
Lives of 8-18 year-olds”, showed that over 80 percent of teenagers had a video game
player in their home. The widespread use of video games has led to a series of questions.
The most common question discusses the effects that the video/computer games have on
the academic performance of the gamer. Researchers have found that each situation should
be handled independently because the effects vary from individual to individual.