Video game habits could impact student’s studies

By MICHAEL BROWN

While video game technology has become more stellar over the years, some students have been fighting a continued battle to stay in classes while avoiding the flashy distractions.

Freshman education major Drew Lamm said he spends about 15 hours playing video games a week. He said video games are a stress reliever and hobby for him, and his frequent genre of choice is RPG.

“I used to play ‘World of Warcraft’ a lot,” Lamm said. “That thing consumed my life for half a semester.”

Kevin Leighty, freshman secondary education in physics and pre-medicine double major, said playing video games is a pastime for him and that he also plays about 15 hours a week. He said this may affect his studying at times when he’s really into playing certain games.

“Sometimes I’ll cut out of the library early to go play a game,” Leighty said.

A few players said that these habits were even more demanding in high school. Junior English major Justin Figueroa said he spends about 13 to 16 hours a week playing now, but in high school he played more.

“I had a lot of trouble with that in the past,” Figueroa said. “I’ve even had an intervention. But now in college I’m a lot better, a lot more responsible. It can get you if you’re not careful.”

This may have to do with video games’ evolution. Communications professor David Gunkel said video games have improved greatly, from the graphics and realism to the impact it has on social communication.

“Anything that vies for time for a student can have an impact on studies,” Gunkel said. “{I’ve heard stories] of students who go off to college playing ‘Everquest’ or ‘World of Warcraft,’ and they failed out in the first semester.”

Gunkel said this problem can be aided by time management.

“We have to learn time management and teach time management to students who really need it,” Gunkel said. “I have a nephew who has a timer when he’s playing ‘World of Warcraft.'”

Gunkel said, for students, playing video games can also have a positive effect.

“The biggest change [in video game technology] has to do with the social component,” Gunkel said. “Now when you play, you’re playing with people all over the world.”