Online Games: Impact on the Behavior of Must Students

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Chapter I
Millions of people play online games around the world, in April 2013 it was estimated that 671 million people worldwide played online games. Almost a quarter of these individuals did so on a daily basis and that number as a percentage of total online gamers continue to grow (comScore, 2013).
An online game is a video game played over some forms of computer network, using a personal computer or video game console typically on the Internet. This network is usually the Internet or any equivalent technology; but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. One advantage of online games is the ability to connect to multiplayer
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On the other hand, Sheppard et al. (1988) avers that an individual’s attitude is the degree to which the individual likes or dislikes an object. When TRA is applied to human behavior research, “object” generally refers to a behavior. The theory postulates that an individual’s attitude towards a behavior involves the individual’s belief that a particular behavior will lead to certain outcomes and the individual’s evaluation of those outcomes. If the individual believes that the outcome of the behavior will be beneficial, the individual is then more likely to perform or intend to perform the behavior
Computer mediated communication (CMC), as defined by John (1997), is a process of human communication via computers, involving people, situated in particular contexts, engaging in processes to shape media for a variety of purposes. Furthermore, Santoro (1995) stated that CMC at its broadest can encompass virtually all computer uses including such diverse application as statistical analysis program, remote-sensing systems, and financial modeling program which all fit within the concept of human communication. Naughton (2000) specified that understanding computer mediated communication is important in understanding the impact of playing

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