Effect of internet use and electronic game-play on academic performance of Australian children

Sci Rep. 2020 Dec 10;10(1):21727. doi: 10.1038/s41598-020-78916-9.

Abstract

This study examined the association of internet use, and electronic game-play with academic performance respectively on weekdays and weekends in Australian children. It also assessed whether addiction tendency to internet and game-play is associated with academic performance. Overall, 1704 children of 11-17-year-olds from young minds matter (YMM), a cross-sectional nationwide survey, were analysed. The generalized linear regression models adjusted for survey weights were applied to investigate the association between internet use, and electronic-gaming with academic performance (measured by NAPLAN-National standard score). About 70% of the sample spent > 2 h/day using the internet and nearly 30% played electronic-games for > 2 h/day. Internet users during weekdays (> 4 h/day) were less likely to get higher scores in reading and numeracy, and internet use on weekends (> 2-4 h/day) was positively associated with academic performance. In contrast, 16% of electronic gamers were more likely to get better reading scores on weekdays compared to those who did not. Addiction tendency to internet and electronic-gaming is found to be adversely associated with academic achievement. Further, results indicated the need for parental monitoring and/or self-regulation to limit the timing and duration of internet use/electronic-gaming to overcome the detrimental effects of internet use and electronic game-play on academic achievement.

MeSH terms

  • Academic Performance / statistics & numerical data*
  • Adolescent
  • Australia / epidemiology
  • Child
  • Cross-Sectional Studies
  • Electronics
  • Female
  • Humans
  • Internet Addiction Disorder / epidemiology*
  • Internet Addiction Disorder / prevention & control*
  • Internet Addiction Disorder / psychology*
  • Internet Use / statistics & numerical data*
  • Male
  • Surveys and Questionnaires
  • Video Games / statistics & numerical data*