Impact of Video Games on Adolescents’ Family Relationships and
Academic Performance
Yutong Ni
Sociology, Department of Social Science, The University of Manchester, U.K.
Keywords: Video Games, Adolescent Education, Family Relationship.
Abstract: Video games have become an integral part of adolescents' lives, and they have a dual impact on adolescents'
family relationships and academic performance. On the negative side, excessive gaming can lead to strained
family relationships and lower academic performance, as adolescents who are addicted to gaming spend less
time interacting with their families and have less concentration and self-control. However, family interaction
and communication can be enhanced if parents are actively involved in their children's games. In terms of
academics, moderate gaming can positively affect learning by improving cognitive skills and problem-solving
abilities. Studies have shown that the impact of video games is closely related to the frequency and pattern of
use as well as the home environment. Parents are advised to help their children develop a reasonable gaming
schedule and choose educational or co-operative games to promote family relationships and academic
development. Game manufacturers should also take responsibility for controlling adolescents' gaming time.
This study highlights the need for a balanced approach to video games and emphasises the importance of
parental involvement and industry responsibility in supporting the healthy development of adolescents in the
digital world.
1 INTRODUCTION
Video games are interactive computer-based games
that allow players to control on-screen characters or
elements usually in a virtual environment (Fernández
& Cortés, 2024). In recent years, as a product of
digital development and the popularization of
electronic products, video games, which are
inherently fun, have become an indispensable part of
young people's lives, but the status quo of online
gaming addiction has ensued, affecting all aspects of
their development. In popular perception, video
games are often associated with negative outcomes,
such as poor academic performance, increased
aggression, and deterioration of family relationships.
But there is still only a limited body of literature that
provides people with information about how video
games specifically affect adolescents' family
relationships and academic performance, although in
recent years a series of emerging studies have shown
that the effects of video games may not be as one-
sided as once thought. A rational view of video games
can help develop the domestic gaming industry as
well as the physical and mental development of
adolescents.
Therefore, this paper aims to provide an
understanding of how video games affect the lives of
adolescents, especially in terms of family
relationships as well as academic performance. This
paper also attempts to provide parents, educators, and
game developers with practical advice on how to
enhance the positive aspects of video games while
mitigating their negative effects. Ultimately, the goal
of this paper is to promote a balanced approach to
supporting the healthy development of adolescents in
an increasingly digitalized world.
2 LITERATURE REVIEW
In recent years, video games have become an
unignorable part of young people's daily lives. They
have a profound effect on adolescent development.
For a long time, the popular perception was that video
games could only have a negative effect on
adolescents in family relations and academic situation,
but many studies in this area suggest that the situation
may be different. This paper will discuss the effects
of video games in terms of both negative and positive
effects in turn.
Ni, Y.
Impact of Video Games on Adolescents’ Family Relationships and Academic Performance.
DOI: 10.5220/0014138400004942
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Applied Psychology and Marketing Management (APMM 2025), pages 523-526
ISBN: 978-989-758-791-7
Proceedings Copyright © 2026 by SCITEPRESS Science and Technology Publications, Lda.
523
2.1 Relationship Between Video Games
and Families
Many studies have shown that video games have a
negative impact on family relationships. First,
according to Boson, the length of adolescents' gaming
behaviour affects the quality of parent-child
relationships over time. In other words, adolescents
who are chronically addicted to video games usually
spend less time interacting with their parents or
siblings, leading to strained and distant family
relationships (Boson et al., 2024). And some
researchers explored the relationship between video
games and teenage violence against parents. The
study pointed out that if adolescents, especially
younger children, were easily influenced by in-game
values or mimic the behaviour of in-game characters
during gameplay, they may verbally or physically
attack their family members and deteriorate family
relationships (Guerrero et al., 2024). In addition, Liu's
study randomly selected 363 adolescents in Henan
Province, aged between 12 and 18 years old, and used
the adolescent game addiction questionnaire, the
family intimacy and adaptability scale and the UCLA
loneliness scale to conduct questionnaire surveys, and
to study the differences between the adolescents'
levels of online game addiction in terms of gender,
number of years of playing, and age at each level (Liu
& Zhang, 2024). Liu states that adolescent online
game addiction is significantly negatively correlated
with family closeness, with higher perceived
closeness in the family being associated with a
diminished need for online games (Liu & Zhang,
2024). Many adolescents are addicted to games
because of loneliness or weak interpersonal
interactions, but this can only provide them with
short-lived happiness, and the loneliness may be
exacerbated when they return to real life to face their
parents' criticisms and accusations, which makes
them want to be addicted to games even more, which
is a kind of vicious circle that also deteriorates their
family relationships.
However, the impact of video games on family
relationships is not entirely negative. Since video
games can accommodate multiple players, if parents
have a positive attitude toward video games and
choose to play with their children, they can
effectively promote interaction and communication
among family members, just as Zhang's research
suggests that good characters like excellent time
management skills and self-control ability are
conducive to minimizing the negative effects of video
games on intimate relationships. At the same time,
parents and children can increase the quality of time
spent together and the quality of activities by
choosing games with high binary interactivity as
common leisure activities (Zhang, 2022). Common
games not only provide parents and children with
common interests and topics but also can increase the
emotional connection between parents and children.
In addition, if parents can understand adolescents'
gaming behaviours and actively enlighten them, it can
also improve family relationships. The study by Gao
mentions in detail how parents can moderate their
children's video gaming behaviours and how this
mediation can increase trust and affection between
parents and children (Gao et al., 2023).
Overall, the quality of family relationships is
closely related to family members' attitudes towards
video games. Moderate, shared participation in games
can promote family closeness, while over-indulgence
in games may bring about family conflict and
alienation.
2.2 Relationship Between Video Games
and Adolescent Academics
There is a more complex academic discussion about
the relationship between video games and
adolescents' academic performance. Many studies
have shown that the effects of video games on
academic performance are not single or direct but are
often governed by a variety of factors such as
individual differences, game type, and time of use.
Several studies have suggested that moderate use
of video games can have some positive cognitive
effects on learning, and Zeng found in the study of
online games for college students the length of daily
play and the reasons for playing were investigated.
The college students in the sample mainly played
online games for 3 to 5 hours a day, accounting for
46.5%; followed by 1 to 3 hours, accounting for
28.1%; and there were quite a number of students
who play video games each day lasted for 5 to 8 hours,
accounting for 17.9% (Zeng, 2023).He noted that
sixty percent of middle school students played games
for more than two hours a day, but there was no
significant difference in motivation or academic
performance between these individuals and those
who were light Internet users (less than one hour of
gaming), and some of these gamers even appeared to
be better at gaming than other, even some gamers
appear to be better (Liu & Zhang, 2024). This
suggests that moderate video gaming can help
improve adolescents' attention, reaction time, and
problem-solving skills, which have a positive impact
on academic performance. According to a study by
Clear Research Group based on a Pew Research
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Centre survey of video game play among 1,423 U.S.
teens ages 13 to 17, found that more than half of teens
label themselves as professional gamers and feel they
can gain new knowledge and friendships from
gaming (Group, 2024). More than 60 percent of teens
think that their problem-solving skills have been
improved through gaming (Group, 2024).
Challenging tasks in games can enhance decision-
making and strategic thinking, skills that sometimes
transfer to academics to improve learning efficiency
and performance. Additionally, the research of Ren
uses meta-analysis to quantify the effects of 63
Chinese and international educational games on
students' academic performance and shows that some
educational games can not only help adolescents
reduce academic pressure and maintain mental health
but also increase adolescents' interest in and memory
of the corresponding knowledge through the setting
of game levels (Ren et al., 2021). This can promote
positive academic development.
Inevitably, some teens are unable to control their
gaming hours and the importance of distinguishing
between gaming and real life, and gaming addiction
creates problems in their academic lives. Several
studies have emphasized the negative impact of
overindulgence in video games on adolescents'
academic performance. For example, Tang and Zhu
found that some adolescents, especially younger
children like under 13 years old, are easily influenced
when they play violent and bloody games, resulting
in their personalities becoming irritable and having
difficulty concentrating, which affects their life and
academic performance in school (Yang & Zhu, 2024).
In addition, Yang found that 61% of minors played
video games more frequently and 80% of adolescents
begin to master video games at the elementary school
stage, and a small number of people begin to contact
video games at the kindergarten stage, and the contact
with the online game population shows a trend of low
age (Yang, 2021). There is this phenomenon to
analyse the phenomenon of adolescent addiction in
video games. He pointed out that excessive playing
video games is prone to pathological physiological
and psychological dependence. Game addicted
adolescents are aware of the hazards of being deeply
involved in online games but are still unable to
extricate themselves from helpless behaviour. There
will be anxiety, loss, irritability, and other emotional
states of mind, which in turn seriously affect normal
life. The addictive character of the game makes it
often difficult for adolescents to formulate and
implement effective study plans and self-control,
resulting in a significant decline in academic
performance. Prolonged gaming tends to make
adolescents addicted as well as having anxiety and
emptiness in real life.
Thus, the impact of video games on academic
performance depends on the frequency and manner of
use, as well as individual differences. Overall, it
seems that moderate gaming time with good time
management can help adolescents develop cognitive
skills to some extent, while overindulgence can
negatively affect academic performance.
3 DISCUSSION AND
SUGGESTION
Based on the above analysis of the literature the
present study of this paper can see that video games
as a new product, adolescents can easily be influenced
by the content inside, thus bringing negative effects
on family relationships and academics, but if
effectively controlled, video games can also enhance
family relationships and have little effect on
academics. Therefore, it is suggested that parents
should help their children set a reasonable schedule
for video games to ensure that the games do not
interfere with family gatherings and daily interactions.
Moreover, they can enhance communication between
families by playing some games together. At the same
time, parents can guide their children to choose
educational games or games that require cooperation
among family members, to promote cooperation and
understanding among family members. In addition,
the balance between play and school can be flexibly
adjusted according to the age and personality of the
child. For example, for younger children, parents can
intervene more and guide; for older teenagers, they
can establish a relationship of trust, so that they can
plan their own time to develop a reasonable game
relaxation time, so that both labour and leisure to
enhance learning efficiency. The game manufacturers
should also assume the corresponding responsibility
for the youth's game time to make the corresponding
restrictions so that the youth's game time is controlled
in a reasonable range.
In addition, the three factors of video games,
family relationships, and adolescent academic
performance will also affect each other. A good
family environment will reduce the probability of
adolescents being addicted to video games, which
will make them invest more time in sports or study,
which will help to improve adolescent academic
performance. Meanwhile, good academic
performance is more likely to make parents believe in
their teenagers' self-control and relax their control
Impact of Video Games on Adolescents’ Family Relationships and Academic Performance
525
over their children's gaming time, which can improve
the relationship between family members and reach a
virtuous circle. Therefore, parents need to actively
participate in, guide, and manage their children's use
of video games to help them find a balance between
gaming, schooling, and family, and to promote the
holistic physical and mental development of young
people.
4 CONCLUSION
This paper examines the dual effects of video games
on adolescents' family relationships and academic
performance by analysing existing literature. Studies
have shown that moderate use of video games can
help enhance adolescents' cognitive abilities,
problem-solving skills, and in some cases can
promote interaction and communication among
family members. However, over-indulgence in video
games may lead to estrangement of family
relationships and a decline in academic performance.
Taken together, the effects of video games on
adolescents are not singularly negative but are closely
related to the frequency and mode of use as well as
the family environment. In addition, parents are
advised to help their children set reasonable play
schedules to ensure that games do not interfere with
family gatherings and daily interactions. Meanwhile,
parents can promote communication and bonding
among family members by playing games with their
children. In addition, the balance between gaming and
schooling should be flexibly adjusted according to the
age and personality characteristics of the children.
Game manufacturers should also take the
responsibility to formulate relevant measures to
control teenagers' gaming time to ensure that it is
within a reasonable range.
However, there are some shortcomings and
limitations in the study of this paper. Firstly, the study
mostly relies on questionnaires and self-reports,
which may have participant bias and fail to fully
understand the real gaming behaviour of adolescents.
In addition, the impact of different types of games on
adolescents is highly variable, and future studies
should further refine and analyse the impact of
different types of games such as violent, educational,
and social games.
Future research can be expanded in several
directions. First, long-term research on game
addiction and its effects on psychological and social
behaviours should be strengthened, and long-term
research on the effects of video games on adolescents
of different ages should be explored. Second, more
experimental studies can be combined to further
verify the specific effects of different types of games
on cognitive ability, academic performance and social
skills. Finally, with the continuous development of
the gaming industry, future research should focus on
the potential impact of emerging gaming technologies,
such as virtual reality, on adolescent growth.
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