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Children and Video Games: Addiction, Engagement, and Scholastic Achievement

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CYBERPSYCHOLOGY & BEHAVIOR
Volume 12, Number 5, 2009 RAPID COMMUNICATION
ª Mary Ann Liebert, Inc.
DOI: 10.1089=cpb.2009.0079

Children and Video Games: Addiction, Engagement,


and Scholastic Achievement

Marko M. Skoric, Ph.D.,1 Linda Lay Ching Teo, M.M.C.,2 and Rachel Lijie Neo, B.A.1

Abstract

The aim of this study is to assess the relationship between video gaming habits and elementary school students’
academic performance. More specifically, we seek to examine the usefulness of a distinction between addiction
and high engagement and assess the predictive validity of these concepts in the context of scholastic achievement.
Three hundred thirty-three children ages 8 to 12 years from two primary schools in Singapore were selected to
participate in this study. A survey utilizing Danforth’s Engagement-Addiction (II) scale and questions from DSM-
IV was used to collect information from the schoolchildren, while their grades were obtained directly from their
teachers. The findings indicate that addiction tendencies are consistently negatively related to scholastic perfor-
mance, while no such relationship is found for either time spent playing games or for video game engagement. The
implications of these findings are discussed.

Introduction performance and the severity of addictive tendencies among


video gamers.8–15

V ideo games are unarguably becoming one of the domi-


nant forms of electronic entertainment for both adults
and children around the world. In the United States, video
However, people who devote a lot of time to video game
play may not necessarily suffer the negative ramifications of
gaming addiction.16 Instead, they might perceive video game
game sales witnessed a phenomenal 43% increase from play to be a highly engaging activity. Such engagement ten-
US$12.5 billion in 2006 to a $18.8 billion in 2007.1 People are dencies derived from video game play could potentially even
exposed to many different video gaming platforms ranging have ameliorative effects on schoolwork and academic per-
from gaming consoles attached to television sets to portable formance.16
devices such as mobile phones and PalmPilots.2 While many previous studies have investigated the rela-
Video games have certain distinct characteristics that set tionship between video gaming addiction=engagement and
them apart from other types of games. One such hallmark is scholastic achievement among university students and ado-
the interactive, mediated environment of the video gaming lescents, there has been a paucity of studies done specifically
world.3 The constant exchanges of messages between game on elementary school children. According to an Annenberg
and gamer, the succession of the roles between observer and Public Policy Survey of children’s media consumption habits,
participant, and the options of testing a variety of realities the vast majority of elementary school children (74%) have
highlight the nature of gaming as play.3 Gaming narratives video gaming equipment at home and spend almost as much
constantly incentivize children with gaming points, ‘‘lives,’’ time as teenagers playing video games daily. Parents of ele-
new weapons, and so forth, for mastering new skills.4 Con- mentary school children have expressed significantly greater
sequently, children invest a lot of time and effort to acquire consternation about the effects of video and computer games
such gaming knowledge and skills.5,6 than parents of preschoolers and teenagers.17
Unsurprisingly, these developments have led to concerns In Singapore, the high household broadband penetration
from many parents, educators, and policymakers that the rate of 95%18 and the rising proportion of the populace that
excessive amount of time spent by children on video games owns computers and gaming devices have served as catalysts
may result in the development of addictive tendencies among for the rapid growth of the local electronic gaming market.19
children video gamers.7 Numerous research studies have A nationwide representative survey commissioned by Sin-
shown a significant negative relationship between academic gapore’s Infocomm Development Authority (IDA) showed

1
Division of Communication Research, Wee Kim Wee School of Communication & Information, Nanyang Technological University,
Singapore.
2
Brand Manager, Shriro Singapore Pte Ltd, Singapore.

567
568 SKORIC ET AL.

that elementary school–aged children were the most likely a person’s thoughts and behavior such that he or she is unable
to download or play video games.18 Furthermore, Singapore to stop playing; conflict—video game play that culminates in
is a meritocratic Asian society that places great emphasis on a either internal or external arguments; withdrawal symptoms—
person’s academic credentials.20 Predictably, parents have moodiness, irritability, and so on, that take place when video
expressed a lot of concern about the effects of video game game play is suddenly stopped; and relapse and reinstatement—
play on their children’s scholastic achievement.7 Thus, this the inability to completely stop video game play.26,27
study uses the Singapore context to examine the usefulness of To date, many video gaming scholars have utilized
a distinction between addiction and high engagement and Brown’s26,27 criteria to examine addictive tendencies among
assess the predictive validity of both of these concepts in the video gamers.4,29 However, other scholars have challenged
context of scholastic achievement. the assumption that all of the six criteria form part of the video
gaming addiction construct.16 Drawing mainly on Brown’s
definitions of behavioral addiction,26,27 Charlton synthesized
Literature Review
a theoretical construct, the Engagement-Addiction scale, to
Time spent playing video games and scholastic differentiate high engagement from video game addiction.16
performance A factor analysis of the questionnaire items revealed that
only part of Brown’s criteria for behavioral addiction (i.e., be-
Many Singaporean parents and educators have expressed
havioral salience, conflict (both internal and external), relapse
consternation that their children’s academic results will be
and reinstatement, and withdrawal, fell under the dimension
adversely affected by the amount of time spent playing video
of computer addiction. However, the rest of Brown’s26,27 criteria
games. One parent even told the local broadsheet The Straits
(tolerance, euphoria, and cognitive salience) loaded under the
Times that controlling the amount of time spent playing video
engagement dimension,16,30 implying that these ‘‘addiction’’
games is more important than regulating the type of video
criteria were not indicative of dysfunctional video gaming
games children play.7
patterns but rather a form of ‘‘intense, but benign, engage-
Previous research findings on the relationship between
ment.’’30(p9) Charlton’s findings were further validated by
the amount of time spent playing video games and aca-
Danforth’s30 subsequent study on online gaming addiction.
demic performance have been mixed. Some video gaming
Both Charlton and Danforth argued that using such
effect studies have shown that scholastic achievement is in-
peripheral criteria to identify video game addiction could
versely related to the amount of time spent playing video
potentially result in a significant overestimation of the prev-
games 9–14,16 whereas other studies have found no significant
alence of video gaming addiction.16,30–32 Furthermore, they
association between the amount of video game play and ac-
suggested that those criteria relating to high levels of en-
ademic performance.15,21–23
gagement cannot be considered as properties that identify
On the one hand, it has been argued that the more time a
addictive behavior patterns and are aspects of ‘‘normal’’ play.
child spends playing video games, the less time he or she can
Thus, it is important to distinguish between harmful addictive
afford to spend on scholastic activities such as reading or
behaviors and benign video gaming engagement.16,31
doing homework, causing academic performance to suffer.9
With specific regard to the relationship between addictive
On the other hand, other scholars have contended that the
tendencies and school performance, several researchers have
proportion of time spent by a typical child on video game
found that addicted adolescents had lower school grades
play is not sufficiently large enough to have any deleterious
than their nonaddicted peers.4,8,10,33
effect on scholastic performance.24 Hence, we pose the fol-
However, the relationship between engagement tendencies
lowing research question:
and academic performance remains relatively unexplored.
RQ1: Will the amount of time spent playing video games be asso- Some scholars have contended that high computer engage-
ciated with scholastic achievement? ment is an indicator of high computer usage that is non-
pathological and does not have negative consequences on
individuals.31,32 Reddy argues that video gaming engage-
Video game addiction, engagement,
ment tendencies, such as a desire to devote ever longer peri-
and scholastic performance
ods of time to an activity, euphoric feelings while gaming, or a
Although numerous studies have been done on video game cognitive fixation with gaming, are all perfectly rational re-
addiction, there is still no standardized definition of the con- sponses to an enjoyable hobby.35 Indeed, Shotton’s study of
cept. Nevertheless, scholars concur that addiction of any individuals with ‘‘highly zealous computing’’ behavior re-
kind is usually associated with an uncontrollable urge, often ported positive cognitive outcomes, such as improved ana-
accompanied by a loss of control, a preoccupation with use, lytical and reasoning skills, and higher personal development,
and a desire to continue with the activity even though it cre- such as greater confidence and self-esteem.36,37 However, in
ates problems.25 One of the most popular tools for deter- an interpretive qualitative analysis of responses from 12 video
mining video gaming addiction was developed by Brown,26,27 gamers who played EverQuest, findings suggested that both
who based his video gaming addiction criteria on the Diag- adult and adolescent players who were highly engaged by
nostic and Statistical Manual of Mental Disorders (DSM)’s video game play appear to experience negative life conse-
description of addictive tendencies.28 His criteria comprised quences to a certain degree.38
six measures: tolerance—occurs when people engaging in vi- To date, previous studies have mostly focused on estab-
deo game play gradually spend increasing amounts of time to lishing the factorial validity of the engagement-addiction
achieve certain desired effects; mood modification—engaging in construct.32,39 However, it is also equally important to gauge
video game play as a coping mechanism (e.g., to escape from if the respective addiction and engagement constructs have
reality); salience—happens when video game play dominates predictive validity with variables such as socio-academic
VIDEO GAMES, ADDICTION, ENGAGEMENT, AND SCHOLASTIC ACHIEVEMENT 569

functioning. Hence, the following hypothesis and research form an index with a Cronbach’s alpha of 0.79 (M ¼ 26.89,
question are proposed: SD ¼ 9.59).

H1: Addictive tendencies will have a negative association Assessment of school grades. The participants’ school
with scholastic achievement. grades on their midyear (May) exams were obtained for three
subjects: English (M ¼ 64.87, SD ¼ 13.44), mathematics (M ¼
RQ2: What is the relationship between engagement and scholastic
62.12, SD ¼ 23.37), and science (M ¼ 63.56, SD ¼ 14.74). Also,
achievement?
their scores for English (M ¼ 64.87, SD ¼ 13.44), mathematics
(M ¼ 62.12, SD ¼ 23.37), and science (M ¼ 63.56, SD ¼ 14.74)
Methodology were obtained from their year-end (November) exams.
Participants Preliminary independent sample t tests showed that the
raw exam scores differed significantly by grade level and
The study was conducted on 333 elementary school video school type. These discrepancies occurred because students
gamers ages 8 to 12 (M ¼ 10.00, SD ¼ 1.08) from two public who came from different grade levels and schools obviously
schools that were reflective of Singapore’s diverse demo- took dissimilar exams. Hence, we standardized the scores of
graphics. First and second graders were excluded because the the students’ exam grades on each of these three subjects by
schools felt that these students may face difficulty compre- classifying the students according to their year of study and
hending the survey questions. The sample consisted of 54% the school they came from. These standardized scores for the
boys and 46% girls; 57.4% were Chinese, 33.5% were Malay, May and November exams were summed up, and the aver-
7.6% were Indian, and the remaining 1.5% were from other age z scores were obtained for English, mathematics, and
ethnic backgrounds. science grades respectively.

Measures Demographic variables. Lastly, a series of standard de-


Amount of time spent playing video games. Participants mographic variables pertaining to respondents’ age, gender,
were asked to indicate the amount of time spent playing vi- level of study, and race were asked.
deo games on a typical school day and typical weekend day
(in the morning, afternoon and evening). Their overall scores Results
were summed up and then recoded into a 4-point scale
In order to test RQ1, RQ2, and H1, three sets of hierarchical
ranging from A little time to A lot of time spent playing video
regressions were run with the average standardized English,
games for weekdays (M ¼ 2.53, SD ¼ 1.07) and weekends
mathematics, and science scores as the respective criterion
(M ¼ 2.54, SD ¼ 0.99).
variables. For each of these hierarchical regressions, race and
gender were entered into the first block as demographic
Assessment of addiction tendencies. Respondents were
control variables because they were significantly correlated
asked to complete a series of 11 statements about computer=
with the criterion variables. In the second block, the amount
video game play, which were measured on a 6-point Likert
of time spent playing video games on weekdays and week-
scale (1, strongly disagree, to 6, strongly agree). These questions
ends served as time usage predictor variables. Video game
were based on three of the six dimensions of Brown’s video
addiction and engagement tendencies were added in the
gaming addiction criteria,26,27 namely, behavioral salience (e.g.,
third and final block.
‘‘I find that I need to spend more and more money on com-
With regard to RQ1, the amount of time spent playing video
puter=video games in order to feel good’’), conflict (e.g., ‘‘Ar-
games on weekdays showed a significant positive association
guments have arisen at home because of the time I spend on
with English test scores (b ¼ 0.19, p < 0.05). The more time
computer=video games’’), and withdrawal symptoms (e.g.,
spent playing video games on weekdays, the more likely an
‘‘When I am not playing computer=video games, I feel restless
elementary school child is to fare better for English. However,
or irritable’’), which loaded under the addiction factor in
the amount of time spent playing video games on weekdays
Danforth’s study.30 Three questions were added based on
did not show a significant association with mathematics and
DSM-IV,28 pretested and modified so that they were applicable
science test scores. Also, the amount of time spent playing
to the young participants. These 11 statements were simplified
video games on weekends showed no significant association
and pretested on 8 to 12 year olds prior to conducting this
with any of the three subject test scores (see Table 1).
study. There was good internal reliability in the addictive
However, children who exhibited greater levels of video
tendencies scale with an alpha of 0.75 (M ¼ 26.16, SD ¼ 10.03).
gaming addictive tendencies were significantly more likely
to have lower average standardized English test scores
Assessment of engagement tendencies. Eight questions
(b ¼ 0.33, p < 0.001), average standardized mathematics test
were used to measure video gaming engagement among el-
scores (b ¼ 0 0.20, p < 0.01), and average standardized sci-
ementary school students. These questions were adapted
ence test scores (b ¼ 0.23, p < 0.01) (see Table 1). H1 was
from the three dimensions of Brown’s criteria for video
fully supported. As for RQ2, engagement tendencies showed
gaming addiction: tolerance (e.g., ‘‘I find that I need to spend
no significant association with any of the three subject scores
more and more time on computer=video games in order to
(refer to Table 1).
feel good’’), euphoria (e.g., ‘‘I feel happy when I think of
playing computer=video games’’), and cognitive salience
Discussion
(e.g., ‘‘I find that I am thinking of computer=video games all
the time’’),26,27 which loaded under the engagement factor In general, the amount of time spent playing video games
in Danforth’s study.30 These eight items were summed up to did not show any significant association with any of the three
570 SKORIC ET AL.

Table 1. Standardized Regression Coefficients with Amount of Time, Addiction, and Engagement Tendencies
as Predictors of Average Standardized English, Mathematics, and Science Scores

Average standardized Average standardized Average standardized


english scores mathematics scores science scores
(N ¼ 262) (N ¼ 263) (N ¼ 262)

Demographic control variables


Gender (0 ¼ male, 1 ¼ female) 0.14* 0.12* 0.14*
Race (0 ¼ Chinese, 1 ¼ non-Chinese) 0.01 0.35*** 0.21***
Adjusted R2 0.02* 0.13*** 0.06***
Time spent playing video games
On weekdays 0.19* 0.11 0.05
On weekends 0.08 0.07 0.05
Adjusted R2 0.02 0.14 0.06
Predictor variable
Addiction tendencies 0.33*** 0.20** 0.23**
Engagement tendencies 0.14 0.13 0.10
Total adjusted R2 0.08*** 0.16* 0.09**

*p < 0.05; **p < 0.01; ***p < 0.001.

subject test scores. These largely nonsignificant findings are performance, future research can investigate the relationship
congruent with findings from previous studies.14,25 It is that engagement and addiction have with other forms of
possible that children who spend a lot of time playing video negative life outcomes, such as maladaptive psychosocial
games also devote a substantial proportion of time to doing functioning.
their homework, thus enabling them to maintain their Nevertheless, clear classification procedures for the clean
grades. delineation between engagement and addiction have yet to
However, there was a significant positive association be- be determined.16 It is imperative for future research to come
tween the amount of time spent playing video games on up with a clear set of criteria to demarcate the boundary
weekdays and English test scores, which runs counter to the between nonpathological and pathological video gaming
findings of previous studies.11 Because video games require engagement. Furthermore, researchers would benefit from
players to successfully understand the language used in the validating The Addiction-Engagement scales on younger
gaming narrative to navigate the gaming environment populations such as elementary school children.
properly,14 it is possible that children who spend more time There are several limitations to this study. Due to its cor-
playing video games on weekdays have a better command of relational nature, inferences about causal relationships should
the English language. However, some video games require be viewed with some caution. However, the school grades
significantly greater levels of linguistic competency to master used as a measure of scholastic achievement in this study
than others. Thus, future research might want to examine if were obtained from two time periods: midyear exams and
preferred video game type has any association with English end-of-year exams. Our survey was conducted in between
language test scores. these periods, making our data not purely cross-sectional in
Conversely, video gaming addiction showed a consistent nature. Still, a longitudinal design would be preferred for
negative association with academic performance. These sig- establishing causal relationships between the predictor and
nificant negative associations between gaming addiction and criterion variables tested in this study.
scholastic achievement are consistent with findings from Furthermore, in this study, we did not control for family
previous gaming addiction studies done on adolescents40 and income because we believed that children would not be able
college student samples,41 indicating that elementary school to accurately answer questions about their family finances.
children are likewise not exempt from the negative ramifi- Future studies examining the difference between gaming
cations of video game addiction. addiction and engagement should try to find ways to assess
Unlike addictive tendencies, video gaming engagement family income of young participants and use it as a control
showed no significant association with academic perfor- variable.
mance in elementary school children. These findings fill up a Lastly, despite simplifying the questions, some children
very crucial gap in the video gaming literature by providing still had difficulties comprehending the definitions of certain
empirical support for the distinction between high engage- words such as addiction. We are also unsure of whether some
ment and pathological addiction in predicting negative life of the youngest respondents were able to give accurate re-
outcomes, in this case, academic performance among ele- sponses on the 6-point Likert scales used in this study. Their
mentary school children. While addiction can pose significant difficulty in responding to survey questions was also evident
problems to children’s lives by affecting their academic per- in the case when they estimated the amount of time spent
formance, children who are simply highly engaged with vi- playing games; thus, instead of reporting raw number of
deo games are unlikely to develop negative consequences.32 hours, we had to recode their responses into a 4-point scale.
Future studies should focus on teenage and college student Still, we argue that similar surveys could be used in future
populations to see if similar conclusions can be made about studies involving children as young as 8 or 9 years if the
these segments of the population.8,40 In addition to academic instrument has been simplified and extensively pretested.
VIDEO GAMES, ADDICTION, ENGAGEMENT, AND SCHOLASTIC ACHIEVEMENT 571

Acknowledgments 17. Woodard EH, Gridina N. (2000) Media in the home 2000:
the fifth annual survey of parents and children. Philadelphia:
We thank The Singapore Children Society for funding this Annenberg Public Policy Center of the University of Penn-
project. Also, we are extremely grateful to Dr. Angeline Khoo sylvania.
and her team from National Institute of Education (Singa- 18. Infocomm Development Authority of Singapore. (2007) An-
pore) for allowing us to adapt some of their survey questions nual survey on Infocomm use in households and by individu-
for this study. Lastly, we thank Dr. Douglas Gentile for als. www.ida.gov.sg=doc=Publications=Publications_Level2=
helping us improve the addiction scale used in this study. 20061205092557=ASInfocommUsageHseholds07.pdf (accessed
Nov. 1, 2008).
Disclosure Statement 19. Ho KW. Online gaming is going places. Straits Times–
Digital Life, March 8, 2005, pp. 6.
No competing financial interests exist.
20. Tan KP. Meritocracy and elitism in a global city: ideological
shifts in Singapore. International Political Science Review
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