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The Effects of Online Gaming to The Academic Standing of Students

Posted on May 13, 2022September 24, 2025 by Peter Prampton

While online gaming has brought about many benefits in today’s society, like improving social interaction and boosting morale, it has also led to negative consequences, such as affecting study habits and academic performance. Gamers who play for extended periods (above 3-4 hours) have a higher tendency to get hooked on the game itself. This decreases their ability to focus on other tasks, decreasing grades and overall academic performance.

Buying gadgets and electronics online has become very popular. In fact, some people believe that online shopping is even better because you can buy more for less. However, as technology becomes more and more advanced, more and more children are playing online games. Some online games can be addictive, and more and more children are spending a lot of time in front of these electronic gadgets, preventing them from doing their homework. This can affect their academic performance.

Objectives of the Study

Today, playing games has become a significant part of the present culture. The popularity and ubiquity of online and video games make it an ideal topic for research. However, there seems to be little research on the effects of such games on cognition. This study aimed to determine the types of game genres with high academic and social benefits, like the ones which build logical and analytical thinking and improved emotional intelligence such as chess and sudoku. The findings would be useful for teachers and parents. It also highlights the importance of developing well-balanced video games that have positive social, academic, physical, and emotional benefits.

  • Materials & Methods

The study used purposive sampling wherein participants were Polytechnic University of the Philippines – Laboratory High School’s students. They were sampled from the senior high school students of Laboratory High School. The administration advised the researcher that the senior high school students of Laboratory High School were the most active participants in the different extracurricular activities of the school. Also, the researcher was aware that the high school students of Laboratory High School were the most active participants in the different extracurricular activities of the school. The students were recruited from the senior high school students, and the respondents were 102 senior high school students of Laboratory High School.

  • Results and Discussion

The attainment of the objectives of the study was made possible through the utilization of the descriptive method of research. The sampling techniques were made through purposive sampling, wherein students who are actively playing any form of an online game were selected and participated to meet the population.

Since the invention of the internet, video games have become more and more popular than ever. This rise in popularity has allowed them to be extremely accessible, providing an avenue for games and game software to be downloaded, played, and shared. These games are also available on modern phones, tablets, and computers, allowing players to play them anytime they want. With video games becoming more and more accessible, the question remains: Are games good for education?

As educators and parents weigh that question, attention to child welfare frameworks becomes essential; integrating clear policies and everyday practices can help mitigate risks associated with excessive gaming. In the UK, understanding the core principles of safeguarding, promoting welfare, preventing harm, and listening to children, can offer a practical starting point for schools and families developing safe screen-time habits.

Simple measures such as agreed limits, supervised sessions and open conversations about content complement statutory duties and make interventions more effective. Framing responses around welfare rather than punishment also helps preserve the positive learning opportunities that some games can provide.

For some time, academics have been aware of the effects online games have had on the lives of young people. The behaviour that is associated with gaming includes poor personal and academic habits. This essay will discuss the effects of online gaming on teenagers’ academic performance. It also looks at some recommendations for parents who want to protect their children from the negative effects of online gaming.

While online games can be helpful learning tools, there is nothing that can replace time in a classroom—for the most part, playing online games does not aid students in developing skills such as critical thinking or problem solving. On the other hand, online games can be linked to increased behaviour problems and attention disorders.

There have been numerous studies that show that too much gaming is a problem for students, but it seems that a new study now shows that it can even impact their grades.

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Well, my name is Peter Prampton, but my friends have called me “The Praptor” since Middle School, and the nickname hasn’t dropped yet. I’m a twenty-something year old, and about three years ago I moved from the UK to the USA to follow my career dreams in game design.

This site was made as a way for me to fill the time between compiling code and to keep my mind focused elsewhere during the Covid situation. Now, I just enjoy writing. I hope you’ll like it too.

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