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Video games: Social networking

Article Abstract:

A senior research specialist at the Pew Internet & American Life Project reveals that online games are becoming a widespread form of social networking, with 81 percent of all teens playing online video games. Virtual worlds help teens with two crucial developmental issues, namely developing an identity and interacting with peers, breaking down age, ethnic, and social stratifications, as youngsters play online with older people from cultures around the world.

Author: Glazer, Sarah
Publisher: Congressional Quarterly, Inc.
Publication Name: CQ Researcher
Subject: News, opinion and commentary
ISSN: 1056-2036
Year: 2006
Public affairs, Social aspects, Social networks, Online game, Online games

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Video games: Big business

Article Abstract:

The Entertainment Software Association (ESA) reveals that about half of all Americans play computer and video games and that Americans spend more money on video games each year than they do going to the movies. The US video game market tripled to US$7 billion in the decade since 1995, representing nearly 230 million computer and video games, with nearly 81 percent of teen using the Internet to play games online.

Author: Glazer, Sarah
Publisher: Congressional Quarterly, Inc.
Publication Name: CQ Researcher
Subject: News, opinion and commentary
ISSN: 1056-2036
Year: 2006
Sales & consumption, Surveys, Video game industry, Video games industry, Americans, Market size

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Subjects list: United States, Video games
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