ArticleHealth science reports2023
Online gaming and its effect on academic performance of Bangladeshi university students: A cross-sectional study.
Article in Health science reports, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
9 citing papers in PubMed, 19 citations in OpenAlex.
- Reciprocal Within-Person Dynamics Between Internet Gaming Disorder Symptoms, Physical Activity, and Loneliness Among Chinese Adolescent Gamers: Three-Wave Prospective Cohort Study.JMIR serious games · 2026Article
- Internet Gaming Disorder and Nonmedical Prescription Drug Use: The Moderating Role of Student Status.International journal of environmental research and public health · 2026Article
- Longitudinal Association Between Internet Gaming Disorder and School Refusal Among Adolescents Using a Random Intercept Cross-Lagged Panel Model: Three-Wave Prospective Cohort Study.JMIR serious games · 2026Article
- Problematic use of generative artificial intelligence chatbots: current stage of conceptual and clinical understanding.Frontiers in public health · 2026Review
- Gaming, religiosity and mental health among Georgian students.Discover mental health · 2025Article
- Prevalence, patterns, correlates, and academic implications of sports betting and problem gambling among Nigerian undergraduates.Discover mental health · 2025Article
- Sports and exercise-related smartphone use is antagonistic to hedonic use in regular exercisers: A cross-sectional study examining the roles of exercise frequency and duration.Health science reports · 2024Article
- Prevalence and Prediction of Video Gaming Addiction Among Saudi Adolescents, Using the Game Addiction Scale for Adolescents (GASA).Psychology research and behavior management · 2024Article
- Online gaming and its effect on academic performance of Bangladeshi university students: A cross-sectional study.Health science reports · 2023Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background and Aims: Due to the availability of more sophisticated cell phones with top-notch gaming functions, the present generation is more active. The available literature indicates that adolescents experience a variety of psychological issues, like low self-control brought on by an addiction to mobile games. Because of this, the aim of this study is to control the prevalence of, and factors that contribute to, online gaming addiction and its effects on academic performance in Bangladeshi university students. Methods: Convenient sampling was adopted to collect primary data from 399 Bangladeshi university students utilizing a prestructured questionnaire. Descriptive statistics, the Results: According to this study, 62.7% of students play online games over 30 h every week. The findings also show that male students are more inclined than female students to show signs of addiction. Also, regular online gaming can result in long-term problems, and that factor including age, internet access, educational background, and frequency of play can influence the likelihood of these problems. The findings shows that a lower cumulative grade point average (CGPA), less physical activity, and less study time are associated with playing online games for at least 30 h per week. Moreover, the study found that playing online games, playing for long time, and skipping class can all have an adverse effect on a student's academic performance. Conclusions: The authors recommend that the authorities set up a good entertainment environment and take into account the findings of this article to discourage students from playing online games. Furthermore, encouragement of extracurricular activities such as sports or other pursuits is also essential in assisting Bangladeshi students in overcoming their addiction to mobile games.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.