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Purpose matters: Video gaming impacts on addiction symptoms and academic performance of students with disabilities

•Time spent on video games and addiction symptoms are associated.•No association was found between video game playing time and academic performance.•The purpose of playing video games is more indicative of problematic behaviors. Video games are often considered a distraction or impediment to academi...

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Bibliographic Details
Published in:Entertainment computing 2025-01, Vol.52, p.100780, Article 100780
Main Authors: Kuo, Hung Jen, Yeomans, Michael, Ruiz, Derek, Lin, Chien-Chun
Format: Article
Language:English
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Summary:•Time spent on video games and addiction symptoms are associated.•No association was found between video game playing time and academic performance.•The purpose of playing video games is more indicative of problematic behaviors. Video games are often considered a distraction or impediment to academic engagement and performance for college students with disabilities. Evidence suggests that students with disabilities may be more susceptible to excessive use of video games. This study explores the relationships between the time spent playing video games and the purpose of playing video game addiction symptoms, academic self-efficacy, academic engagement, and academic performance among college students with disabilities. An online survey was used to guide the data collection, and two hundred ninety-three college students with disabilities completed the survey. The results showed a positive relationship between time spent playing video games and video game addiction symptoms. However, playing frequency did not negatively affect students’ academic self-efficacy, academic engagement, or academic performance. Importantly, when the main purpose for playing video games was not entertainment-related, a significant association was found between video game addiction symptoms, academic cognitive engagement, and peer relationships. This suggested that the purposes for playing video games are more indicative than the frequency of playing for problem gaming behaviors. Suggestions and implications were discussed.
ISSN:1875-9521
1875-953X
DOI:10.1016/j.entcom.2024.100780