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Longitudinal associations between gaming and academic motivation during middle childhood

Published online by Cambridge University Press:  25 August 2025

Gabriel Arantes Tiraboschi
Affiliation:
Département d’enseignement au préscolaire et au primaire, Université de Sherbrooke, Sherbrooke, QC, Canada Département de psychoéducation, Université de Sherbrooke, Sherbrooke, QC, Canada
Gabrielle Garon-Carrier
Affiliation:
Département de psychoéducation, Université de Sherbrooke, Sherbrooke, QC, Canada
Sheri Madigan
Affiliation:
Department of Psychology, University of Calgary, Calgary, AB, Canada Alberta Children’s Hospital Research Institute, University of Calgary, Calgary, AB, Canada
Jonathan Smith
Affiliation:
Département d’enseignement au préscolaire et au primaire, Université de Sherbrooke, Sherbrooke, QC, Canada
Rachel Surprenant
Affiliation:
Département d’enseignement au préscolaire et au primaire, Université de Sherbrooke, Sherbrooke, QC, Canada
Caroline Fitzpatrick*
Affiliation:
Département d’enseignement au préscolaire et au primaire, Université de Sherbrooke, Sherbrooke, QC, Canada Department of Childhood Education, University of Johannesburg, Johannesburg, South Africa
*
Corresponding author: Caroline Fitzpatrick; Email: caroline.fitzpatrick@usherbrooke.ca
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Abstract

Background

Child video game playing (“gaming”) may lead to decreased child academic motivation. Conversely, children with low academic motivation may seek fulfillment through gaming. We examined bidirectional associations between child gaming and academic motivation across middle childhood.

Methods

Our analyses are based on 1,631 children (boys = 785) followed in the context of the Quebec Longitudinal Study of Child Development. Data on gaming and academic motivation were collected repeatedly at ages 7, 8, and 10. Measures of child gaming were parent-reported and reflect daily video game playing time. Measures of academic motivation were child self-reported and reflect enjoyment in learning mathematics, reading, and writing. To disentangle the directionality of associations, we estimated a random-intercept cross-lagged panel model to estimate bidirectional, within-person associations between gaming and academic motivation in a cohort of school-aged Canadian children.

Results

Our results revealed unidirectional associations whereby more frequent gaming by boys at age 7 years predicted lower academic motivation at age 8 years (β = −.11, 95% confidence interval [CI]: −.22 to −.01), and similarly, gaming by boys at age 8 years predicted lower academic motivation at age 10 years (β = −.10, 95% CI: −.19 to −.01). Changes in boys’ academic motivation did not contribute to subsequent changes in gaming. There were no associations between gaming and academic motivation for girls.

Conclusions

More time devoted to gaming among school-aged boys is associated with reduced academic motivation during a critical developmental period for the development of academic skills. Fostering healthy gaming habits may help promote academic motivation and success.

Information

Type
Original Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press
Figure 0

Figure 1. Random-intercept cross-lagged panel model of academic motivation and video game playing between ages 7 and 10 . Each shape represents a variable. Circles are latent variables, and rectangles are observable variables. Straight arrows represent regressions, and curved arrows represent covariances. Asterisks indicate significant associations (p < .05). Indicated in the picture are the standardized estimates of the cross-lagged within-person effects and the between-person associations. Factor loadings of random intercepts were constrained to 1.00. Mot, academic motivation; RI, random-intercept latent variable; Observed, observed variables at data collection; VG, video game playing levels; Y, age in years. Data compiled from the final master file of the Québec Longitudinal Study of Child Development (1998–2023), ©Gouvernement du Québec, Institut de la statistique du Québec, Canada.

Figure 1

Table 1. Descriptive statistics for child gaming and academic motivation

Figure 2

Table 2. RI-CLPM longitudinal relationship between child gaming and academic motivation for boys and girls separately

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