Chapter I
THE PROBLEM
Introduction
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
My research shows that about four hundred billion eighty nine million four hundred thirty seven thousand eight hundred forty seven video games are created each year worldwide, with those kind of numbers any one person could play games for their whole life and not even put a dent in it, it is very overwhelming. With more and more children spending time on video games society changes a little more. Being able to play games without the internet makes it easier to play but for those that do have internet for their video games seem to spend twice the amount of time playing because they are playing with friends and talk and IM during the game.
This theory was first created by Ajzen and Fishbein in 1980. This theory provides a framework to study the attitudes that support behaviours and suggests that the most important determinate of an individual’s behaviour is their behavioural intent. This is the individual’s intention to preform a certain behaviour, which is formed from a combination of their attitude towards the behaviour and the subject norm. (The subject norm is the individual’s perception of what others expect them to do).
U.S. On-line gaming users have showed a significant increase in the size of its audience during the past year as consumers increasingly opt for cheaper entertainment alternatives. The On-line gaming category attracted 87 million U.S. visitors in May 2009, up 22 percent versus the prior year. Below is a table of On-line gaming sources that shows the change of their total internet audience over a one-year period.
Online gaming is big business these days, with thousands of people connected to each other every
There are many threats that CanGo can face by joining online gaming. Cyber security, FCC regulations, and Hardware and software issues are a few that must be addressed. According to Computer Weekly Top Five Threats, security can be grouped in three layers. The first layer is an intrusion prevention system that monitors user traffic. The second layer is the installation of a security management system that will provide anti-virus for the virus and protect against back door entry. The third layer being a thorough assessment of which systems are most open to cyber-attacks. New technologies and ensuring hardware and software can meet the ever changing needs of online gaming will be necessary so that products and services do not become obsolete.
Attitude towards the action is a learned bias to respond favorably/unfavorably and consistently with respect to the action. This includes the degree of certainty about consequences from the behavior and likely outcomes. Subjective norms consist of social pressures which try to convince the individual to comply with the desired behavior. Subjective norms also consist of normative beliefs (what others prefer us to do) and motivation to comply (our desire to do what others expect). From our attitudes and social pressures a behavioral plan is derived. Behavioral intention’s is a course of action to follow, that is, a plan to put behavior into effect. From the person’s behavioral intentions comes one’s behavior. While the theory predicts behavioral intentions, it does not necessarily predict actual behavior because people don’t always behave in accordance with their intentions – as we witness in Breaking Bad.
Following this, (2) The Theory of Reasoned Action (TRA) was developed by both Martin Fishbein and Icek Ajzen, and it is one of the three classic persuasion models of psychology, and is also used in communication discourse as a theory of understanding persuasive messages. It explains the relationship between attitudes and behaviors with human action. This theory is also used to predict how people will behave based on his/hers pre-existing attitudes and behavioral intentions. The decision to engage in a particular behavior is based on the outcomes the individual expects will come as a result of performing the behavior. Behavioral intent is allegedly created or caused by two main factors, which include our attitudes and our subjective norms. Some key constructs for this theory include; attitude toward the behavior (outcome expectations and value of outcome expectations), subjective norms (beliefs of others, and desire to comply with others).
1.8 Billion, 1.8 Billion gamers in the world! That is more than the population of India or China.
Video games are very fun, with friends or even by yourself. You can play online with strangers where there is no limit to what kind of profanity can spew out of their mouths. On the other hand, you can play offline with fictional characters in a riveting story. There is never a dull moment in the story, no matter what the topic or theme.
Fishbein and Ajzen (1975) define attitudes as a person’s feelings of favorableness or un-favorableness regarding performing the behavior. Attitude formation results from the summation of salient behavioral beliefs regarding a behavior, as well as the strength of each individual belief (Ajzen & Fishbein, 1980). Salient beliefs are those beliefs that are easily accessible and activated spontaneously when confronted with the target object or situation. These beliefs often center on the expected outcomes of performing the behavior, as well as the evaluation of these outcomes, a concept that has been termed the expectancy-value approach (Ajzen, 2006). When individuals perceive performing the behavior as resulting in more positive outcomes than negative
Not only do you have the fictional monsters that you may be trying to kill or hurt. Now the realization that online gaming allows anyone from the rapist living 5 miles away to your killer living 500 miles away learning your daily routine . Making you and your family vulnerable to the possibility of becoming a victim. The monster now is not only on your Television but also you are potentially communicating with a real monster through online gaming.
Playing video games is a common leisure activity for current and future college students. The popularity of video games has skyrocketed, and now is a primary source of entertainment for countless people around the world. A large number of people believe that students playing video games is the reasoning behind decreasing academic performance in today’s college students. A common situation arises: a college student is procrastinating to complete a project and plays video games as an escape. This leads to video games being used as a scapegoat, and used as the reasoning for the student not finishing their work. When in reality, if the person would have managed their time more efficiently they would have time to do both activities. Video games provide a number of positive mental benefits to the players, but those benefits cannot be seen if the they are not applied. With this being said, a lack of time management skills is the reason for declining academic performance in college students and not playing video games.
A video game is a game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device. However, with the popular use
With the growth of technological innovations in the world for basic communication techniques and processes it is significant to realise how a switch from face-to-face communication as the principal intends of communication to CMC (Computer Mediated Communication) would influence our global society (Plumb 2014).
Development in technology brings many things that people don't have many years back. One of these things is online gaming that is provided by the internet.