By Robert VerBruggen on 8.14.08 @ 12:07AM
How your roommate's Xbox could ruin your perfect 4.0.
According to a recent prize-winning study published in Berkeley's Journal
of Economic Analysis & Policy, when a college student
brings a video game to school, it has a negative effect on even his
roommate's GPA. If the two roomies bring
video games, their grades plunge further still, suggesting that the
mind rotting effects are cumulative.
The paper's subjects attended Berea College. The Kentucky
school, as opposed to pretty much every other college in America,
pairs roommates on a completely random basis, making rotten
apples-to-apples comparisons simple.
Researchers did more than simply compare GPAs to roommates'
video-game collections. They also collected precise data on gaming
and study habits to add context. Students whose roommates had games
reported playing over four hours a week, as opposed to other
students, who came in at under one hour. Gamer-paired students
reported studying about a half-hour a week less.
It turns out that video game play, and its attendant neglect of
academic work, is contagious.
Of course, there are nits to pick. The study only included
first-semester freshmen, who are probably less able to resist
temptation than their older peers. And Berea College targets its
enrollment toward low-income students. They might differ from other
students in important ways.
But on the whole, the study probably has it right. I myself
managed to shake a video-game addiction by high school (in
elementary and middle school, my parents had to enforce a
four-hour-a-week limit), only to have some college roommates get me
hooked again.
I can't say for sure whether my grades suffered somewhat, but it
wouldn't shock me.
WHICH BRINGS US to the vexing question of what to do about all
this. On the Irascible Professor blog, Franklin and Marshall
College professor emeritus Sanford Pinsker noted that one of his colleagues thought this research
a clear call to action.
Pinsker disagreed, arguing colleges should do nothing. In his
view, students need to take responsibility for their own habits,
and schools should let kids make mistakes and learn from them.
His analysis is substantially correct, but it's important to
look at the matter in some other ways.
For starters, take a public choice economist's position for a
moment. Let's assume two things that are probably true. One,
freshmen are capable of deciding what they value and how much. Two,
they have sufficiently long time horizons -- after all, they're
embarking upon a four-year investment in education -- that, by and
large, they won't throw their futures away for immediate
gratification.
If these assumptions are true, we can conclude that students
value four hours of gaming per week more than they value the
half-hour a week of studying and .241 grade points they lose when
their roommate shows up with a PlayStation 3.
And why not? In our current higher-education-to-employment
pipeline, the crucial facts are whether one has a BA, what subject
it's in, and what college it's from. Unless a student plans on
pursuing graduate school, it doesn't really matter where he falls
on the famous four-point scale. If it's too embarrassing, he can
even leave it off his resume.
One can make a terrific case for changing this system (indeed,
Charles Murray has made such a case). In the meantime, since
game-owning roommates are providing a higher-valued choice, we
ought to encourage Xboxes in dorms.
The average student in this scenario spends four hours weekly
voting with his thumbs that he's better off for it.
BUT ENOUGH WITH the everything-bad-is-good-for-you-if-you-say-it-is
view. Let's take a more mature second look.
In reality, the situation is kind of unfair. Even if students
who give in to gaming temptations deserve lower grades, and might
even learn from them, that doesn't change the fact that some
students weren't tempted at all.
The room assignments were random, so by sheer luck, some kids
ended up in situations where they got lower grades. Who your
roommate is matters.
It would be absurd, as Pinsker says, to undertake some sort of
"roommate justice" initiative in which colleges regulate the forms
of entertainment in which students may partake. But this research
shows without much doubt that Berea's random-assignment system is
unwise, and that colleges everywhere should take care in
constructing the surveys that match students to roommates.
On the second point, schools that do use surveys can learn
something here. These questionnaires (you can read some by Googling
"roommate survey," though you might want to be sure that "safe
search" is on) typically do a good job of matching habits -- they
almost always ask about sleep schedules, the sharing of belongings,
cleanliness, etc.
Some even ask about drinking and sexual behavior, albeit with
varying degrees of frankness. At Arizona State a student can give
the go-ahead for a roommate to get it on "anywhere in the room." At
Indiana University-Bloomington it's filed under the more decent
euphemism "private time."
But all colleges should ask. Even if it makes parents and
administrators uncomfortable, it's worthwhile to avoid a situation
where both roommates like going to bed by midnight, but only one
prefers to be alone and non-vocal.
Few surveys, however, ask many questions about media
consumption. They may ask whether one prefers to study with a TV
on, but even those who answer "no" might want the tube going often
enough that it disrupts a roommate.
Why not ask whether a student will bring a TV and/or video
games, how often he plans to enjoy them, and whether he'd prefer a
roommate without them? Students who better resist temptation at a
distance could opt out of potentially GPA-hurting situations. For
students who choose not to, well, it's their own damn fault.
topics:
Education