Video Gaming and Its Association with Classroom Attention,
Problem Solving and pro-Social Behaviour in Adolescents During
Pandemic
Mahendra Vishwakarma, Tanuja Khan, Ghousiya Parveen and Anitta Jomy
The Bhopal School of Social Sciences, India
Keywords: Video Gaming, Classroom Attention, Problem Solving and pro-Social Behaviour.
Abstract: Examining whether any association exists between video games and cognitive abilities in children could
inform ongoing prevention and management of any possible harm. The objective of this study was to
investigate the associations between video games, and classroom attention, Problem Solving and Pro-social
Behaviour of adolescents. Present study, conducted on ninety enrolled middle school children aged between
12 and 15 years. Four schools were chosen randomly for this study. The results showed that video gaming
was significantly positively associated with classroom attention, problem solving and pro-social behaviour of
adolescent during Pandemic. The results suggest a correlation between video games and classroom attention,
problem solving and pro-social behaviour in of adolescent during Pandemic is positive especially during
pandemic. Those findings indicate the need for more extensive research, and serve to highlight vital next steps
needed in future papers, such as identifying predicting factors that could aid in early detection of video gaming
in children.
1 INTRODUCTION
The popularization of the internet and the invention
of smart phones have a important impact on the use
of various types of electronic devices for video games
(Farchakh et al., 2020). The frequency of video
gamers among the adolescents seems to be even
higher, as reported by several studies, indicating that
around 80% of adolescents use smart phones for
video games, with the average time spent on video
gaming estimated to be between 11.3 and 13.2 h a
week (Bajovic et al., 2013).
These data could have further increased because
of lockdown imposed by the coronavirus (COVID-
19) pandemic, officially declared as such on 11
March 2020 by the World Health Organization
(WHO). In fact, as COVID-19 is transmitted between
humans in closeness, preventive measures, such as
mask wearing, social distancing and quarantines,
have been employed to prevent the spread of the
disease. These “stay-at-home” measures provoked a
spread of indoor activities, especially electronic video
game playing, which is typically a solitary home
pastime.
2 CHANGING PERCEPTION OF
VIDEO GAMES
Over the years video gaming has a lot of bad
press. Earlier it was considered as only a tool that
develops aggression among children. As many other
researchers inclined to learn more about the effects of
video gaming, the perception of it only having
negative effects has changed as they could found the
positive effects also (Przybylski et al., 2010). Now
perceiving video gaming only as negative is less
common. With the advent of more usage of
Smartphones and Tablets, the number of users
playing video games also increased on a regular basis.
It has been proven that more than 50% of the gamers
are now females. As many studies proven that video
gaming improved the cognitive functioning (problem
solving, reasoning and decision making), visuo-
spatial skills, eye hand coordination, pro-social
behaviour etc., the society now appreciates video
games. Off late the trend has been changed and the
society perceive video gaming as an effective teacher
that affect players in multiple domains (Čábelková et
al., 2020).
The rising popularity of video games has
instigated a debate among parents, researchers, video
Vishwakarma, M., Khan, T., Parveen, G. and Jomy, A.
Video Gaming and its Association with Classroom Attention, Problem Solving and Pro-Social Behaviour in Adolescents During Pandemic.
DOI: 10.5220/0012488900003792
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 1st Pamir Transboundary Conference for Sustainable Societies (PAMIR 2023), pages 391-396
ISBN: 978-989-758-687-3
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
391
game designers, and policymakers concerning about
the potential harmful or helpful effects of video
games on children. Views expressed in best debate
have often been extreme, either idealizing or vilifying
video games delighting (Zayeni et al., 2020).
2.1 Dimensions of the Effects of Video
Games
The first dimension is the amount of game play that
could have an impact on the low academic
performance and can develop obesity (Kracht et al.,
2020). The second dimension is based on the content
of the video game that is played which is related to
pro-socially behaviour in order to increase helping
and empathy among the players (Przybylski et al.,
2010). The third dimension is the context of the video
game being played can create a collaborative
learning. The fourth dimension is on the effects of
games structure that can increase visual spatial skills
and improve attention. The fifth dimension speaks
about the mechanics of video gaming; it plays a dual
role having positive and negative effects
simultaneously taking place. The above explanation
will give a conceptual framework about the evolution
of videogame and the effects of it among the video
game players (Zayeni et al., 2020). Focussing on
these frameworks the researcher has explored various
correlates of videogame playing. There are many
long-lasting positive effects of videogames on the
basic mental processes. These mental processes or the
cognitive correlates include perception, attention,
memory, problem solving, pro-social behaviour and
decision making and many more.
2.1.1 Attention
Video gaming enhances the spatial distribution,
spatial selectivity, capacity, temporal resolution,
efficiency, top-down guidance of attention. In
addition to the greater spatial distribution of attention
they can even identify the central target shape
example diamond or square, this shape congruency is
an indicator of increase in one's attention capacity.
2.1.2 Problem Solving
Videogames are series of puzzles and tools to
facilitate decision making capacity. It creates an
environment in which the players should take
decisions quickly and to adapt to the changing
circumstances and rules. These circumstances
encourage cognitive flexibility, tolerance of
ambiguity, and comfort with decision making without
full information, excellent skills for dealing with real
world situation on a daily basis at work, school and at
home.Video games provide an excellent training to
develop leadership strategies and henceforth it teach
the types of environment that facilitates adaptive
decision making. Video game acts as a training
module to boost up the creative ways of children by
solving puzzles and related problems in short burst.
Each puzzle acts as a module which gives the brain
the real workout almost every second of the game.
Such training will help the players to decide very
quickly and to come up with a solution to the
problem. Video games are fundamental aspects of
learning that provides a real goal driven experiences
to the players.
2.1.3 Pro-Social Behaviour
The violent video game literature on pro-social
behaviour is limited and somewhat contradictory.
Seminal work by Chambers was among the first to
demonstrate that violent video games can reduce pro-
social behaviour by showing that children who played
a violent video game donated less to charity than
those who played a pro-social game. Subsequent
experiments found that participants who played a
violent game, compared to a non-violent game, were
less likely to reward a confederate (Shliakhovchuk &
García, 2020), and less likely to cooperate. However,
an experiment conducted by Rudolf and Kevin failed
to reveal an expected detrimental effect of violent
video games on pro-social behaviour (Rudolf et al.,
2020). In G Dale and A Joessel experiment, the
researcher asked participants to play either a violent,
non-violent, or pro-social video game, and then
surreptitiously spilled a handful of pens on the
ground, before observing whether the participants
helped gather the spilt pens. Participants who had
played the pro-social video game picked up more
pens than those who played a violent or non-violent
video game. Importantly, there was no difference in
frequency of helping between the violent and non-
violent games (Dale et al., 2020).
The present research was focussing on the study
of choices of video gaming on the dimensions or
correlates like classroom attention, problem solving
and prosocial behaviour while the children play video
games. Hardly, the study was being researched on the
same topic. Many will be curious to know the
difference while playing videogame pre and during
covid scenario. So this study was conducted to
compare the choices of children pre and during
COVID situation.
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2.1.4 Classroom Attention
A growing body of evidence suggests that
videogames may exacerbate attention problems and
can interfere in the classroom also (Alamri, 2016).
Several studies have found correlation between
attention problems in childhood and video game play
(Praveen Kumar & Vasimalairaja, 2020). High
excitement, sudden and rapid changes of focus during
video game play may weaken children's abilities to
concentrate and focus on less exciting tasksthat can
reduce their attention spans (Fogel et al., 2010). In a
longitudinal study by on video game use and attention
problems, video game play predicted children's
attention problems 13 months later, even while
controlling for other relevant variables(earlier
attention problems, television viewing, and gender).
The three-year longitudinal study of more than 3000
children found evidence of a bidirectional relation
between attention problems and video game playing
hence found a strong relation between the amount of
gaming and later attention problems than for the
content of gaming.
3 PROBLEM SOLVING
Video game playing is also an effective tool, with its
interactive and decision affecting nature it encourages
problem solving skills among the players (Praveen
Kumar & Vasimalairaja, 2020). When children sit to
play a video game the cognitive capacity is increased
and the brain remains intact and alert (Hamlen, 2018).
Due to the challenging nature of video games, the
chance of improvement of abilities to adapt to the
circumstances and quick-thinking skills is higher
(Suziedelyte, 2015). Most of the video games are
logically based that need thought-out moves and the
ability to decide to conquer the challenges (Buelow et
al., 2015).
The skill-challenge balance will help to regulate
the emotions in a productive way which will avoid
boredom and with less anxiety (Choi et al., 2020).
This can be termed as arousal. The flow path is with
the integration of clear goals and the player will be
focused and concentrate more on the task completion,
thinking rapidly reaches the arousal state and results
in problem solving (Pallavicini et al., 2021).
4 RATIONALE AND
SIGNIFICANCE OF THE
STUDY
Video games are a ubiquitous part of almost all
Children's and adolescence life. The vast majority of
research by educationists on the effects of gaming has
been on its negative impact on the potential harm
related to violence, addiction and depression
(Greitemeyer & Osswald, 2010). Majority of the
people recognise the value of the research has a
negative consequence however the current research
focuses on the more balanced perspective and it is the
need of the hour that considers, not only the possible
negative effects but also the benefits of playing the
video game. In the present era, the need of studying
the potential benefits of the videogames is more
important as from all the age groups especially when
in the pandemic time children do not interaction with
their friends; from children to adults playing
videogames is an important part of their life because
the nature of the video game has changed
dramatically in the last decade which is becoming
increasingly complex, diverse, realistic, and social in
nature. In the present research the focus is mostly on
the positive benefits of video game while playing
during pandemic. Few researches has been taken
place to study the effects of video games both while
playing and watching, the researcher focussed to
know the choice of video games pre and during covid
scenario playing also and to how much the this study
can contribute to the society. By integrating insights
from developmental, positive, educational and social
psychology, as well as from media psychology
researches propose some candidate mechanism by
which playing video games may foster real world
psycho-social benefits during pandemic. The current
research is to provide strong enough evidence and a
theoretical rationale to inspire new programs of
research on the largely unexplored educational and
mental health benefits of the video gaming.
5 OBJECTIVES OF THE STUDY
Objective1: To study the significant difference
between the Pre Covid and during Covid Choice of
playing video games with regards to the classroom
Attention
Objective2: To study the significant difference
between the Pre Covid and during Covid Choice of
playing video games with regards to the Problem
Solving
Video Gaming and its Association with Classroom Attention, Problem Solving and Pro-Social Behaviour in Adolescents During Pandemic
393
Objective3: To study the significant difference
between the Pre Covid and during Covid Choice of
playing video games with regards to the Pro-social
Behavior-
6 HYPOTHESIS OF THE STUDY
Hypothesis 1: There is a significant difference
between the Pre Covid and during Covid Choice of
playing video games with regards to the classroom
Attention
Hypothesis 2: There is a significant difference
between the Pre Covid and during Covid Choice of
playing video games with regards to the Problem
Solving
Hypothesis 3: There is a significant difference
between the Pre Covid and during Covid Choice of
playing video games with regards to the Pro-social
Behavior
7 METHODS & MEASURES
The goal of the study was to compare the choices of
playing video games pre covid and during covid with
regards to the classroom attention, problem solving
and prosocial behaviour. The researcher has adopted
a survey design method to know the choices of the
children. The researcher used three questionnaires to
study the choices of videogames on the variables used
like classroom attention, problem solving and
prosocial behaviour both in the pre covid and during
covid scenario. The demographic detail of the
children who was the sample for the study also is
assessed. In the present study the population is
consisted of all the middle school children belonging
to the age group of 12-15 years. This was the
population, to which the researcher wanted to
generalize the results of the present study.
Participants are a subset of people selected from a
larger population for the purpose of analysis and
making inferences. The participants selected for the
present study were middle school children between
the age group of 12 to 15 years. The participants were
randomly selected by using lottery method and finally
the total numbers of participants selected were forty
five boys and forty five girls from different sections
of grade 5, 6 and 7. From the selected participants 50
percent of them were from grade five, 36 percent were
from grade six and 14 percent were from grade seven.
Most children were 12 years old (n =45), several 13
year olds (n =28), 14 year olds (n =15) and 15 year
olds (n =2). The researcher used both the apparatus
and materials for the experimental method.The
respondent used twenty-five personal smart mobiles
to show videogames of different content and different
levels of difficulty. Different videogames were used
to know the choice of playing on the classroom
attention, problem solving and prosocial behaviour.
The researcher employed three questionnaires for the
study which will be used. The questionnaires used
were adopted a Likert scale method. The
questionnaires used for the study were Classroom
Attention Scale, Problem solving Scale and Prosocial
Behaviour Scale.
SN Tool No. of Ite
m
1 Classroom Attention Scale 30
2 Problem solvin
g
Scale 31
3 Prosocial Behaviou
r
Scale 26
In addition to the above questionnaire a
demographic profile and response sheet was also
developed by the researcher to collect the personal
data of the samples chosen. For the purpose of
establishing reliability and validity of the prepared
tools a pilot study was conducted on a sample of 30
middle school students in Bhopal District and had
administered in English. Reliability scores for
Classroom Attention Scale, Problem solving Scale
and Prosocial Behaviour Scale are 0.792, 0.795 and
0.635 respectively. Validity is generally defined as
its capacity to measure what it purports to measure.
The questionnaires studied by five experts and the
contents were found to be relevant with regard to the
items. Moreover, the items after being studied by
experts were modified. Hence the questionnaires
were considered to be valid to assess the variable used
for the study.
8 RESULT & ANALYSIS
The purpose of this study is to find out the
comparisonbetween the Pre Covid and during Covid
Choice of videogames while playing on the classroom
attention, problem solving and prosocial behavior of
middle school students.
1. Analysis: Data shows a significant difference
in the mean scores between the Pre Covid-Scores and
during Covid Choice Scores of playing games with
regards to the classroom Attention. Results indicated
that the mean scores for the pre covid choices score is
36.70 and after covid it is 80.53 and SD are 3.436 and
6.962 respectively with the t-value 31.598 for the df
29 at .000 level of significance. Therefore, the null
hypothesis there is a significant difference between
PAMIR 2023 - The First Pamir Transboundary Conference for Sustainable Societies- | PAMIR
394
the Pre Covid and during Covid Choice of playing
games with regards to the classroom Attention is
rejected.
2. Analysis: Data shows a significant difference
in the mean scores between the Pre Covid-Scores and
during Covid Choice Scores of playing games with
regards to the Problem Solving. Results indicated that
the mean scores for the pre covid choices score is
39.27and after covid it is 105.77and SD are 3.413 and
6.867 respectively with the t-value 53.003 for the df
29 at .000 level of significance. Therefore, the null
hypothesis There is a significant difference between
the Pre Covid and during Covid Choice of playing
games with regards to the Problem Solving is
rejected.
3.Analysis: Data shows a significant difference in
the mean scores between the Pre Covid-Scores and
during Covid Choice Scores of playing games with
regards to the Prosocial Behavior. Results indicated
that the mean scores for the pre covid choices score is
36.87 and after covid it is 102.07 and SD are 4.681
and 6.125 respectively with the t-value 51.092 for the
df 29 at .000 level of significance. Therefore, the null
hypothesis There is a significant difference between
the Pre Covid and during Covid Choice of playing
games with regards to the
9 DISCUSSION
By using knowledge of how children learn in video
games, we have more information to help us
determine with which games children may be more
likely to engage in learning strategies that encourage
the development of classroom attention, problem
solving and prosocial behavior. Further, this
knowledge of how children learn in the video game
world may lead to developments in designing
educational video game products and serious games,
and possibly even to modifications of learning
environments in the classroom. This was also noted
the disparity between the learning environments of
video gamers, who are engaged in learning games,
with students in traditional school environments, who
are given little control over their own learning.
Finally, this study supports the view that children will
be attracted to learning environments with content
that interests and challenges them especially in
Pandemic. It reveals that fewer children are using
video games to avoid thinking and during covid
children increased their choices for playing video
games.
10 CONCLUSION AND
SUGGESTION
The research study found out that there is a significant
difference in the classroom attention, problem solving
and prosocial behaviour in the choice of playing
video games pre and during covid scenario among
school children.
The future researchers may examine the
cause and effect of this in the grades also.
The future studies may geographically
distribute the sample equally.
The future researchers can consider another
demographic variable also
The future researchers can use the
standardised questionnaire
The future researchers can be conducted on
higher education students.
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