There are many benefits to playing online games. These games can promote social and cultural exchange. They can even be an excellent way to make friends from other nations. In addition, playing games online can improve one’s academic performance. Ultimately, these games can have a positive impact on the global community.
Influence of online games on academic performance
Researchers at Bestlink College in the Philippines recently conducted a study to investigate the impact of online gaming on academic performance. They found that playing games can negatively or positively affect students’ performance. They looked at attendance, verbal interpretation, and performance tasks. However, excessive online gaming can result in addiction.
Despite the mixed results, the findings suggest a positive influence on reading and writing scores. Although time spent playing electronic games over two hours on the weekend was significantly related to better reading scores, it had no statistically significant effect on writing, numeracy, or national standard scores. Further, previous studies have relied on self-reporting data from children and have not taken into account social and economic variables that could affect academic performance.
Influence of online games on addiction
The influence of online games on addiction is a complex issue. The problem involves social and psychological variables. Various studies have shown that adolescents who play computer games are more likely to develop problematic addiction. One of the most important factors that influence poker online game addiction is anxiety. This problem is difficult to manage.
The effects of gaming addiction may be negligible in the short term, but it can have devastating long-term consequences. Games that require microtransactions can rack up large bills. Increasing numbers of people have found themselves bankrupt because of their dependence on these cash-hungry games.
Influence of online games on media consumption
In a study of adolescents aged thirteen to 18, the influence of online games and social media on their media consumption was examined. The study included adolescents of both sexes, from compulsory junior high school to non-compulsory high school. In Sweden, more than 99% of young people begin high school. The study results showed that a significant number of youths engage in online gaming and social media.
Although the study focused on general digital games, it also looked at the motivations for players to engage in social games. The motivations of gamers were found to be good predictors of game usage.