![]() Invented in the 1950s, the video game grew from a novelty in a laboratory to become a multibillion dollar industry (Gettler, nd). An offshoot of television was video games. Then came television - this visual medium allowed people a wider variety of entertainment choices, like movies, news, plays, and documentaries to name a few - which dominated self entertainment, and still continues to do so. It began with the radio instead of reading, people could listen to music and other forms of aural entertainment. While reading has been the main form of mass media-driven self entertainment for many generations, in the past decades, there has been a technological revolution that has changed that. People have always looked for ways to entertain themselves. ![]() According to Castillo, Wakefield, and LeMaster, (2010), the decline over the years appears to be inversely proportional to the increase in the proliferation of video games as the level of video games sales increase, the level of educational performance in schools declines. There is a general agreement that there has been a decline in the level of education in the United States. ![]() The paucity of literature on the subject stems from the lack of sufficient research to determine whether there is a link between video games and their effects on overall academic performance, as measured by the students’ GPA. Based on the data, the conclusion was that there was no relationship. (2009) examined the effects of excessive video game playing on social, occupational, and other school activities. One key indicator of the impact of video games on students is its overall effect on their scholastic performance. Furthermore, it synthesizes behavioral conditioning theory as it pertains to how young minds of high school students are affected by video games, and the rewards that video games offer that classroom subjects do not. This paper examines the existing literature on the effects of video games on society in general, and on high school students in particular. ![]() Consequently, the ramifications of playing video games by high school students have in recent times become a source of concern for educators and parents alike. Video games have been growing in popularity since the 1970s and are now a dominant social pastime for many adolescents. The Effect of Video Games on High School Students’ Grades ![]()
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