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"Despite the fact that online gaming is one of the fastest growing entertainment industry branches, there is remarkably little data on the development and acceptance of this new medium and even less about its impact on adults. Market research tends to focus on game adoption and revenue and is largely predictive. Research by social scientists tends to focus on potential social problem areas, such as gaming addiction, social isolation, or emerging violence and aggression primarily in children 18 years and younger. So far, studies dealing with everyday use and the integration of gaming in children’s social lives are still neglected. Based on the studies available, one does not even know who is playing electronic games based on categories of race, gender, age, religion, and income, all of which are important in understanding who does or does not have access to online gaming technology and whether it is used at home, at school, at work, or at some other publicly accessible gaming operation. This study attempted to remedy some of those shortcomings. " Gaming technology and entertainment among college
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