ISSN: 0794-0672
Keywords: Academic performance, Gaming, Students‘ perception, Tap-to-earn games, Game mechanics
This study explored the adoption of tap-to-earn games among undergraduates by focusing on the factors influencing engagement, students' perceptions of game mechanics, and their impact on academic performance. A total of 360 copies of questionnaire were distributed. Of this number, two hundred and fifty valid responses were retrieved and analysed. The study employed a quantitative research design, utilizing descriptive statistics and regression analysis to examine the relationships between demographic factors, peer influence, and game adoption. Findings revealed that Notcoin, Hamster, and Tapswap were the most popular tap-to-earn games among students involved in the study, with financial rewards serving as the primary motivation for engagement, followed by entertainment and stress relief. Additionally, demographic factors such as gender and age played significant roles in game adoption, with male students exhibiting higher engagement. Notably, a significant negative relationship was identified between tap-to-earn game participation and academic performance (F = 6.435, p = 0.002), indicating that students with lower GPAs were likelier to engage in these games. Based on these findings, the study recommends enhancing financial literacy programs, promoting balanced academic and gaming habits, increasing transparency in game reward mechanisms, and implementing awareness campaigns to encourage responsible gaming behaviors. These insights contribute to the broader discourse on digital gaming and its implications for student well-being and academic success.
Isibor, F. O. & Nnadi, V. C. (2025). Addictive behaviour: An exploration of tap-to-earn game adoption among undergraduates. Management Sciences Review, 16(1), 212-232.