Research Paper
Research Paper
Research Paper
Research Question:
Review of Literature:
College is a very important journey in our lives today. It determines our area of expertise
that is crucial in living independently as a member of the society. That is why college life is
treated as serious, challenging, and most especially stressful, but it does not mean college
students do not have time to relax, enjoy college life, or play mobile games! Mobile gaming in
college life is very common nowadays, but it is viewed negatively by the majority especially our
parents when, in fact, it also has its benefits on the gamers. There are many theories that explain
how gaming positively or negatively affect college gamers.
According to Wright (2011) in her research, college students who indicated that they play
video games had significantly lower GPAs than college students who indicated that they did not
play video games. She also added there were no significant correlations concerning the effects of
the amount of time spent playing games on GPA, the amount of puzzle or strategy situations
faced in the average game on GPA, or gaming mode on GPA. Overall, the only statistically
significant correlation was that of player status and GPA.
In contrast with the findings of Wright (2011), Terry and Malik (2018) found in their
research that there is no predictive value for the relationship between final marks and time spent
playing video games. They added that this finding reflects the apparent contradictions in the
literature, wherein some researchers correlate video gaming with lower school marks and others
correlate it with higher school marks.
College of Engineering and Architecture
Iloilo Science and Technology University
La Paz St. Iloilo City
There are also aspects that are affected by gaming other than academic performance.
Craton (2011) stated in his paper that “the effect of video games on the college campus is both
positive and negative.” One such negative effect is the decrease of GPA according to the studies
previously mentioned above. Another negative effect is that “video games can certainly lead to
negative effects such as social isolation and increased aggression, but they are going to remain a
part of college culture for the foreseeable future” (Craton, 2011).
Research on the social effects of video games is also mixed (Allison, Wahlde, Shockley,
& Gabbard, 2006). Some studies have found that video games are similar to addictions such as
gambling which create negative social effects. Massively Multiplayer Online Role Playing
Games (MMORPGs) have been called “heroinware” because they are “simultaneously
competitive and highly social” (Allison, Wahlde, Shockley, & Gabbard, 2006).
Gaming can also have positive social effects. Craton (2011) stated in his paper that “one
measure of this which has significant research is that of pro-social behavior. Pro-social behavior
is defined as when one person acts to help another. Because there are numerous genres of games,
this kind of social effect is, of course, caused by games which focus on pro-social behavior.
In addition, “playing games socially as part of balanced lifestyle seems to have some
positive effect” (Craton, 2006). As long as gaming is not excessive, it is a very good source of
entertainment and relaxation, especially for college students.
Analysis:
In general, the literature provided three major aspects which are affected by gaming,
namely educational, sociological, and psychological, both positively and negatively. For the
educational effects of gaming, it is focused on the negative or disadvantageous part with gaming
as a distraction the college students. For example, they may choose to spend more time in
gaming than in studying, which will result to a lower GPA.
For the psychological effect of gaming, it is focused on the positive or advantageous part
with gaming as a good source of entertainment as well as a way for relieving stress, especially
for college students.
Methodology:
Example Survey:
[] Yes [] No
The results show that gaming is more common in males than in females, and that
majority of the participants (college students) play games.
b. Advantages of gaming
Male Female Total
Educational
Psychological
Sociological
c. Disadvantages of gaming
Male Female Total
Educational
Psychological
Sociological
Allison, S., Wahlde, L., Shockley, T., & Gabbard, G. (2006). The Development of the Self in the
Era of the Internet and Role-Playing Fantasy Games. Retrieved from December 8, 2019,
from https://ajp.psychiatryonline.org/doi/full/10.1176/appi.ajp.163.3.381
Terry, M. & Malik, A. (2018). Video Gaming as a Factor that Affects Academic Performance in
Grade Nine. Retrieved December 8, 2019, from
https://files.eric.ed.gov/fulltext/ED583492.pdf
Wright, J. (2011). The effects of video game play on academic performance. Retrieved
December 8, 2019, from
https://scholar.utc.edu/cgi/viewcontent.cgi?article=1197&context=mps