International Journal For Multidisciplinary Research
E-ISSN: 2582-2160
•
Impact Factor: 9.24
A Widely Indexed Open Access Peer Reviewed Multidisciplinary Bi-monthly Scholarly International Journal
Home
Research Paper
Submit Research Paper
Publication Guidelines
Publication Charges
Upload Documents
Track Status / Pay Fees / Download Publication Certi.
Editors & Reviewers
View All
Join as a Reviewer
Reviewer Referral Program
Get Membership Certificate
Current Issue
Publication Archive
Conference
Publishing Conf. with IJFMR
Upcoming Conference(s) ↓
WSMCDD-2025
GSMCDD-2025
Conferences Published ↓
RBS:RH-COVID-19 (2023)
ICMRS'23
PIPRDA-2023
Contact Us
Plagiarism is checked by the leading plagiarism checker
Call for Paper
Volume 6 Issue 6
November-December 2024
Indexing Partners
The Effects of Video Game Usage on the Academic Performance of University Students in Selangor
Author(s) | Ahmad Hafiz bin Ahmad Salman, Soummya A/P Murasu, Nurul Zulaikha binti Mat Dali, Karthikeyan Kamalee |
---|---|
Country | Malaysia |
Abstract | With the rapid growth of the gaming industry, video games have become a ubiquitous part of students' lives, influencing their daily routines and behaviours. This widespread engagement with video games has raised concerns on the potential impact on students' academic performance. Objective: This study investigates the relationship between video game usage and academic performance among university students in Selangor, Malaysia. Methods: Conducted over 18 weeks with convenience sampling, a self-administered questionnaire was distributed via social media to students aged 18 and above. Results: The 270 respondents were primarily undergraduates (98.89%) and Malaysians (98.52%), with an age range of 21 to 26 years, predominantly 23 years old (45.56%). Gender representation included 147 men and 123 women from various universities. Key findings indicate that students with high GPA scores (3.51 - 4.00) predominantly spent less than 1 hour per week gaming (59.26%), while low GPA scores (2.01 - 2.50) were more frequent among those gaming 10 or more hours weekly (66.67%). High classroom engagement was most common among those gaming less than an hour weekly (72.84%), whereas low engagement was typical for those gaming 10 or more hours weekly (60.61%). Additionally, males were more likely to spend over 10 hours per week gaming (84.85%) compared to females. Conclusion: This study suggests a significant association between extensive video game usage and academic performance. Limiting gaming time may enhance academic outcomes and classroom involvement among university students. Further research is needed to explore causality and interventions for better balance between gaming and academics. |
Keywords | Video Games, Academic Performance, GPA, University Student Engagement Inventory (USEI), Gender |
Field | Sociology > Education |
Published In | Volume 6, Issue 4, July-August 2024 |
Published On | 2024-07-27 |
Cite This | The Effects of Video Game Usage on the Academic Performance of University Students in Selangor - Ahmad Hafiz bin Ahmad Salman, Soummya A/P Murasu, Nurul Zulaikha binti Mat Dali, Karthikeyan Kamalee - IJFMR Volume 6, Issue 4, July-August 2024. DOI 10.36948/ijfmr.2024.v06i04.25345 |
DOI | https://doi.org/10.36948/ijfmr.2024.v06i04.25345 |
Short DOI | https://doi.org/gt5hg7 |
Share this
E-ISSN 2582-2160
doi
CrossRef DOI is assigned to each research paper published in our journal.
IJFMR DOI prefix is
10.36948/ijfmr
Downloads
All research papers published on this website are licensed under Creative Commons Attribution-ShareAlike 4.0 International License, and all rights belong to their respective authors/researchers.