Online games are one of the most popular hobbies and pastimes of people from all age groups. People who play online games can be men, women and even children. People play online games because it is an activity that can be enjoyed at home, in the office or when with friends.
Basically, an online game is just a video game which is either partially or fully played through the Internet or some other computer network. In the past, there were few options for online games except for games that could be played alone such as puzzle or card games; there was no option for multiplayer games. However, with the evolution of the Internet and the increase in the popularity of online gaming, now there are many options for online games including multiplayer games, leader boards, achievements, and other features that are designed to increase the fun of playing. The great advantage of online games is that you can play with people from around the world who have similar interests and who can also enjoy the same types of activities.
A major study conducted in 2021 showed that online games had a significant impact on the extent of Internet users’ social behavior and their opinions on political and economic issues. The study was led by David P. Gaines, assistant professor at the School of Business and Technology at the University of Maryland College Park. The study was motivated by two main objectives. First, to test the relationship between online games and social behavior and, second, to test the effects of a given message on the extent of social behavior and its related outcomes. The study found that there was a significant positive impact on both messages: a participant’s social behavior and his or her views on economic issues. The study was published in the Journal of Communication, volume 50 (4), pp. 5-7.
According to the study, the players were able to differentiate between virtual and real situations in order to make an intelligent decision regarding their actions. Furthermore, the analysis showed that a player who had access to a battle royale game on his or her personal computer and an academic student with access to a non-existing game did not differ in terms of their beliefs about government, income and wealth, power, authority and traditional gender roles. The study also indicated that the ability to separate one’s self from the rigors of everyday life and to experience the game as a unique and individual source of pleasure can have important sociological effects. For instance, fall guys and gamers shared a common belief that their games were a form of escapism, whereby they escaped the ravages of the real world through virtual means, and this belief was important in shaping societal norms.
The second major finding from the study is that playing on-line parlaymu games can cause people to express their own private thoughts and feelings, as opposed to the null hypothesis, which was that they would remain oblivious to the content of their communications. It is possible that this effect arises because people are more inclined to explore their private thoughts when they are playing online games, and when these thoughts are shared with others they are even more likely to be evaluated positively. However, it is not clear how significant this factor is in terms of academic performance. The results do indicate that there is a causal link between playing on-line games and greater engagement in academic activity, but it is unclear whether this causal relationship is stronger than the null (no effect).
In order to examine the robustness of the moderating process, a sample with more than two thousand respondents was employed. An artificial variable was introduced to control for the different characteristics of the respondents. Respondents were categorized according to age, gender, ethnicity, membership in a social networking site and the level of Internet use. A Bonferroni correction was then done to correct for the skew in the actual sample and the outcome of the moderator selection procedure. This resulted in a cluster of the results that are robustly related to the variables of interest in the online games study. It is these results that are discussed below.