Abstract:
The aim of the research is to see the effects of online gaming on undergraduate
academic performance in state universities in Sri Lanka with special reference to
Rajarata University of Sri Lanka. Online gaming is becoming one of the most popular
activities among the university students, and this fact has given rise to concerns over
the influence it has over academic performance among the university students. This
study seeks to find out the relationship between five elements that include gaming
behaviour, psychological factors, time management, social influences and contextual
factors with academic performance. A quantitative approach to the research was
applied, and a structured questionnaire was issued to 368 undergraduates. Descriptive
statistics, correlation and regression analysis were used in analysing the data. The
results demonstrated that, of all five factors, each of them influences academic
performance significantly and positively, although the factor of time management has
the strongest effect. Responsible gaming behaviour, properly handled in combination
with good time management and a favourable environment, has no adverse impact on
academic performance, as has commonly been assumed. Such insights will be able to
provide educators, students and policymakers with a better understanding of the
correlation between online gaming and academic achievement and draw up equitable
approaches to controlling gaming behaviour in the university settings.