Unlike other articles about video games, this article seeks to focus on the communication issues to explain the gender gap, rather than just the “individual cognitive experiences.” The article states that video games are almost always focused on as a form of “mass communication,” like TV and radio, which can influence a large audience. What is most of the time overlooked is the fact that video games also can be used to connect people and help them interact with each other and a very large network of people. Friends can share among themselves, online gamers can interact with many sorts of people and finally, individuals can feel a greater connection to their characters in games. In addition, out of the six reasons pinpointed by Greenberg (1974) why people play video games, it is not each individual reason, but more the interaction between the different motivations. The use of video games over all is dependent on three different areas: basic needs (outlined by FIRO, the Fundamental Interpersonal Relations Orientation study,
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