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dc.contributor.authorTartsea-Anshase, Mercy-
dc.contributor.authorOKOCHA, Desmond Onyemechi-
dc.contributor.authorEhiremen, Napoleon-
dc.date.accessioned2024-06-05T11:15:21Z-
dc.date.available2024-06-05T11:15:21Z-
dc.date.issued2023-
dc.identifier.urihttps:journals.sau.edu.ng/index.php/sjmas-
dc.identifier.urihttp://localhost:8080/xmlui/handle/123456789/1650-
dc.description.abstractThe study sought to find out the effect of online games on the undergraduate students of Bingham University, Karu, Nigeria. The study was anchored on uses and gratifications theory, while the survey method was used as research design and questionnaire as instrument for data collection. Findings showed the students play online games for various reasons such as escape from boredom, for fun, to obtain skills excluding playing for monetary gains. Also, online games have both positive and negative benefits. The researchers concluded that online games are not all about negativity, but moderation in terms of time spent and the kinds of games played are key to avoiding the negatives and having an exciting experience The researchers recommended that government, individuals and NGOs should embark on sensitisation programmes to enlighten youth on the side effects of online games’ addiction, the need to engage in sporting activities and avoid extreme violent games.en_US
dc.language.isoenen_US
dc.publisherGVU Journal of Communication Studiesen_US
dc.relation.ispartofseriesVolume 6;-
dc.subjectOnline Gamesen_US
dc.subjectUndergraduatesen_US
dc.subjectBingham Universityen_US
dc.subjectMetaverseen_US
dc.subjectDigital Technologyen_US
dc.titleUses and Gratifications of Online Games among the Undergraduates of Bingham University, Karu, Nigeriaen_US
dc.typeArticleen_US
Appears in Collections:Research Articles

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