New Study Reveals Growing Concern Over Online Gaming Among US Students During School Hours

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A recent study highlights the troubling rise of online gaming among students during school hours, with significant implications for academic performance and behavior. The research draws on previous studies showing the adverse effects of excessive gaming on academic achievement and attention span. It also underscores the need for stronger interventions by schools, parents, and policymakers to address the increasing time students spend gaming, both in and out of the classroom.

Key Findings:

In-School Gaming:

– On average, 24% of students admit to playing online games during school hours.

– High school students are the most affected group, with 35% reporting they play games during class time, leading to lower grades and attention issues.

Out-of-School Gaming:

– 70% of students play online games for an average of 2.7 hours per day after school.

– Middle school students (ages 12-14) spend the most time gaming after school, averaging 3.5 hours per day.

– These excessive gaming hours are linked to poorer sleep and higher stress levels among students (Semantic Scholar, SpringerLink).

State-Specific Data:

State In-School Gaming (% of Students) Out-of-School Gaming (avg. hours/day)
California 30 3.5
Texas 28 3.3
Florida 31 3.2
New York 27 3
Illinois 25 2.9
Demographic Breakdown:
Age Group In-School Gaming (%) Out-of-School Gaming (avg. hours/day)
12-14 years old 20 3.5
15-17 years old 30 3.1
18+ (high school) 35 3

Impact on Academic Performance:

Research shows a direct correlation between high levels of gaming during school and lower academic performance. Students who spend more than 2 hours per day gaming during school hours have an average GPA that is 20% lower than their non-gaming peers (SpringerLink). Excessive gaming after school has been linked to difficulty focusing on homework and preparing for exams.

Vadim Khrulev, CEO of The Solitaire, remarks, “The findings from this study highlight the need for stronger monitoring of student gaming habits, particularly during school hours. While gaming can be a healthy source of entertainment, the data clearly show that unchecked gaming leads to lower academic outcomes and a decline in focus. Educators must pay attention to these trends as they explore the intersection of technology, education, and student behavior. Schools, parents, and tech companies need to come together to ensure students strike a healthier balance between gaming and their academic responsibilities.”

Recommendations for Schools and Parents:

– Increased Monitoring: Implement stricter monitoring systems during school hours to prevent gaming.

– Screen Time Management Education: Schools should provide workshops on managing screen time and balancing study with entertainment.

– Alternative Activities: Offer students engaging alternatives like sports or clubs to reduce their reliance on gaming for entertainment.

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Neel Achary is the editor of Business News This Week. He has been covering all the business stories, economy, and corporate stories.