Virtual Community and Online Game Players

Virtual Community and Online Game Players

Jengchung V. Chen, Yu-Hsiang Wang
Copyright: © 2008 |Pages: 7
ISBN13: 9781599048857|ISBN10: 159904885X|EISBN13: 9781599048864
DOI: 10.4018/978-1-59904-885-7.ch232
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MLA

Chen, Jengchung V., and Yu-Hsiang Wang. "Virtual Community and Online Game Players." Encyclopedia of Networked and Virtual Organizations, edited by Goran D. Putnik and Maria Manuela Cruz-Cunha, IGI Global, 2008, pp. 1757-1763. https://doi.org/10.4018/978-1-59904-885-7.ch232

APA

Chen, J. V. & Wang, Y. (2008). Virtual Community and Online Game Players. In G. Putnik & M. Cruz-Cunha (Eds.), Encyclopedia of Networked and Virtual Organizations (pp. 1757-1763). IGI Global. https://doi.org/10.4018/978-1-59904-885-7.ch232

Chicago

Chen, Jengchung V., and Yu-Hsiang Wang. "Virtual Community and Online Game Players." In Encyclopedia of Networked and Virtual Organizations, edited by Goran D. Putnik and Maria Manuela Cruz-Cunha, 1757-1763. Hershey, PA: IGI Global, 2008. https://doi.org/10.4018/978-1-59904-885-7.ch232

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Abstract

Since the Internet and other IT technologies have become more popular than ever before, the amount of time people spend with computers and IT products, such as Internet and online games, has increased tremendously. The continuing boom of information and communication technology is causing the Internet to become a part of everyone’s life. People use the Internet not only as a tool for their jobs, but also to participate in virtual communities. Even if the rate of Internet uptake slows considerably (Weisenbacher, 2002), the trend still remains growing. There were 275.5 million people using the Internet in February 2000. That number had changed to 605.60 million in September 2002 (Nua Ltd., 2002). According to Horrigan’s study (2001), 84 percent of Internet users in America have participated in a virtual community. Moreover, apart from the number of people using Internet, the average time spent doing any activity online is increasing.

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