| dc.description.abstract |
As mobile gaming continues to grow rapidly as a digital activity, it is surprising that
there is so little localised research on how it affects academic outcomes. This may
lead to decreased study time, distractions during learning, and broader implications
for health. This study aims to close this gap by investigating the impact of mobile
gaming application usage on undergraduate students at Rajarata University of Sri
Lanka. The independent variable, mobile gaming application usage, was examined
across four major dimensions: gaming time, number of games played, peer influence,
and gaming addiction. Academic performance, as the dependent variable, was
assessed using indicators such as GPA and study habits. A deductive and quantitative
research strategy was used, informed by established literature and theoretical
frameworks such as Cognitive Load Theory and Self-Determination Theory. A
sample of 376 undergraduates from all six faculties of the university was recruited
using snowball sampling; however, this sampling strategy may restrict the
generalisability of the findings. Correlation and regression analyses were conducted
using SPSS software to examine the relationships between the variables, and a cross sectional time horizon was adopted for the analyses. The findings indicate that the
use of mobile gaming applications has a significant impact on undergraduate
academic performance. The results demonstrate how gaming-related factors
exacerbate distractions and reduce academic achievement, with practical implications
for higher education such as implementing awareness programmes and digital
wellness policies to mitigate these effects. By combining several influencing factors
in a localised context, this study adds to the limited empirical knowledge about
mobile gaming and education in Sri Lanka. It offers new insights for educators,
researchers, and policymakers seeking to understand and address students’ digital
behaviour in academic settings. |
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