The definition of the word “community” in a dictionary dictates the following: “a group of people who live in the same place or have a particular characteristic in common” (Oxford Dictionary). By that definition, video games where users can interact with other people can be considered a community. All users of these games have one thing in common: they all like the game. However, there are many questions regarding this issue. For example, what are the effects of such communities? Are these effects good or bad for us? Are video games changing the way we communicate? Are they affecting our personal relationships? In this article I will not only discuss these questions, but I will also talk about how important face-to-face communications are in our lives. Some important numbers that need to be remembered are that 68% of US households play video games and the average age of a gamer is 34 years old. These statistics show that, contrary to the common belief that video games are for children and young adults, gamers are mostly adults, so the issues discussed here are relevant to the entire society. According to a study conducted at Brigham Young University by Laura Walker, a faculty member, and Alex Jensen, an undergraduate student, video games are strongly linked to poor human relationships. Their study consisted of collecting information from 813 college students from across the country about the time they spent playing video games and the quality of their relationships with friends and family. The results showed that because the rate of video game use was higher, the quality of their relationships was worse. The study was not aimed at finding a reason for these results but, if we think a little about...... half of paper communities and face-to-face communications aside precisely because there is an easier way of doing it, forgetting the importance of the role that these types of things play and will play throughout our lives. Works Cited Brigham Young University. “Video Games Linked to Bad Relationships with Friends and Family.” ScienceDaily. January 25, 2009. February 24, 2011.Dretzin, Rachel, dir. “Digital Nation”. Frontlie, 2010.DVD.Entertainment Software Rating Board. “Game Industry Statistics,” ESBR.com, 2010. Web. February 2, 2011.Hartley, Deanna. “The Cultural Effects of Video Games.”Certification Magazine.Certfification Mag., April 2009. Web. February 24, 2011.Huggins, Kim. “Face-to-Face Communication, 5 Reasons Why It Still Matters.” The women's information network. ndWeb. 24 February 2011. Oxford Dictionaries. April 2010. Oxford University Press.Web. February 24. 2011.
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