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Karger
Dr.
Sullivan
English
324
3/27/14
Popular
Science
Article
Video
Games.
Fun,
At
What
Cost?
In the United States, it was reported that over 90% of households now own a
Now,
what
exactly
about
video
games
is
causing
this
harmful
effect
on
college
students
grades?
Researchers
have
studied
video
games
effects
on
grade
point
average,
but
there
have
also
been
studies
of
other
aspects
of
our
lives
that
video
games
affect.
These
studies
have
shown
that
playing
video
games
causes
students
to
lose
track
of
time,
and
in
college,
good
time-management
skills
are
vital.
Without
good
time-management
skills,
students
could
be
choosing
to
play
video
games
instead
of
studying,
or,
for
example,
putting
off
writing
an
important
paper
till
the
last
minute
before
it
is
due.
Furthermore,
studies
have
shown
that
this
effect
may
not
be
the
same
across
genders.
Anatol
Tolchinsky
and
Stephen
Jefferson
state:
men
endorsed
significantly
higher
levels
of
PVGP
[problematic
video
game
play]
than
women.
Problematic
video
game
play,
meaning
time
spent
playing
games,
results
in
loss
of
time
awareness
and
other
psychological
effects
that
could
be
harmful.
This
difference
across
genders
could
be
due
to
the
fact
that
woman
typically
do
not
play
as
many
video
games,
or
that
they
have
a
better
set
of
time-management
skills.
There
is
no
doubt
that
people
find
video
games
to
be
fun,
with
most
households
owning
a
video
game
system.
But,
is
the
fun
worth
it?
If
students
are
unable
to
find
a
way
to
maintain
their
time
spent
studying
and
doing
other
homework
for
school
and
limit
their
time
spent
playing
video
games,
it
may
be
very
difficult
for
these
students
to
maintain
good
grade
point
averages.
And
with
the
number
of
video
game
players
increasing,
this
will
continue
to
be
a
problem
worthy
of
research.
Further
Readings
1. Anand V. A study of time management: the correlation between video game usage and academic
performance markers. Cyberpsychology & Behavior [Internet]. 2007 [cited 2014 February 16]; 10(4): 552559. Available from: http://web.a.ebscohost.com/ehost/detail?sid=49f76042-f33e-4827-9f852038239b61b0%40sessionmgr4001&vid=7&hid=4114&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1
zaXRl#db=buh&AN=26271120
2. Burgess S, Stermer S, Burgess M. Video game playing and academic performance in college students.
College Student Journal [Internet]. 2012 [Cited 2014 February 16]; 46.2 2012: 376-387. Available from:
http://web.a.ebscohost.com/ehost/detail?vid=5&sid=929a5746-ae45-4e47-83a0baa0d250d46e%40sessionmgr4004&hid=4114&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl#
db=keh&AN=77698068
3. McCutcheon L, Campbell J. The impact of video game playing on academic performance at a
community college. Community College Journal [Internet]. 2006 [cited 2014 February 16]; 10(1): 59-63.
Available from: http://www.tandfonline.com/doi/abs/10.1080/0361697860100105#.UwFg5_1Z7
4. Tolchinsky A, Jefferson S. Problematic video game play in a college sample and its relationship to time
management skills and attention-deficit/hyperactivity disorder symptomology. Cyberpsychology, Behavior
& Social Networking [Internet]. 2011 [cited 2014 February 16]; 14(9):489-496. Available from:
http://web.a.ebscohost.com/ehost/detail?vid=5&sid=6ee8049f-1795-41f2-952474d5b4862f99%40sessionmgr4005&hid=4114&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl#
db=buh&AN=65433384
5. Drummond J. The relation between playing violent single and multiplayer video games and adolescents
aggression, social competence, and academic adjustment. OhioLINK [Internet]. 2009 [cited 2014 February
16]. Available from: https://etd.ohiolink.edu/rws_etd/document/get/bgsu1236354262/inline.
6. Saleem M, Anderson C, Gentile D. Effects of prosocial, neutral, and violent video games on college
students' affect. Aggressive Behavior [Internet]. 2012 [cited 2014 February 16]; 00: 1-9. Available from:
http://web.b.ebscohost.com/ehost/detail?vid=4&sid=4949c4be-d11d-4477-b2e31a8cfedf78c5%40sessionmgr112&hid=124&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl#db=
cmedm&AN=22549724
7. Lee C, Aiken K, Hung H. Effects of college student's video gaming behavior on self-concept clarity and
flow. Social Behavior and Personality [Internet]. 2012 [cited 2014 February 16]; 40(4):673-680. Available
from: http://web.b.ebscohost.com/ehost/detail?vid=4&sid=e722a6e6-a8d6-484a-8af69fbc61fcdb20%40sessionmgr114&hid=124&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl#db=
psyh&AN=2012-16847-015
8. Craton J. The effects of video games on student achievement. association of christians in student
development [Internet]. 2011 [cited 2014 February 16]. Available from:
http://www.acsd.org/mobile/articles/the-effect-of-videogames-on-student-achievement/
9. Lewin T. At colleges, woman are leaving men in the dust. The New York Times [Internet]. 2006 [cited
2014 February 16]. Available from:
http://www.hunter.cuny.edu/fysh/Course%20Readings/At%20Colleges,%20Women%20are%20Leaving%
20Men%20in%20the%20Dust.pdf
10. Mathis J. Increasing the capacity of college counseling through video game design. Journal Of College
Admission [Internet]. 2010 [cited 2014 February 16]; (209): 14-23. Available from:
http://web.b.ebscohost.com/ehost/detail?vid=4&sid=e722a6e6-a8d6-484a-8af69fbc61fcdb20%40sessionmgr114&hid=124&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl#db=
keh&AN=59669950