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Online and Offline Gaming Social Preferences of Students

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dc.contributor.advisor Norton, Priscilla Shaffer, Jeannette R.
dc.creator Shaffer, Jeannette R. 2012-07-17 2012-09-17T21:18:02Z NO_RESTRICTION en_US 2012-09-17T21:18:02Z 2012-09-17
dc.description.abstract The objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain friendships. Online gaming is partially fulfilling the adolescent’s social and learning needs. This study found the average participant played video games less than one hour a day, identifying them as casual gamers. Participants preferred to play online games and to play collaboratively with other people rather than playing alone or against the computer. This study was designed to be a starting point for understanding how students interact when playing games and how this type of engagement can be transferred to learning situations and inform the design of educational games.
dc.language.iso en en_US
dc.subject gaming social preferences en_US
dc.subject adolescents en_US
dc.subject online gaming en_US
dc.subject communication en_US
dc.subject video games en_US
dc.subject game preferences en_US
dc.title Online and Offline Gaming Social Preferences of Students en_US
dc.type Dissertation en
dc.description.release Note: Disregard formatting in this document; the hard copy is correct, but University formatting is not correct in the online version. en_US PhD in Education en_US Doctoral en Education en George Mason University en

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