dc.contributor.author |
Tartsea-Anshase, Mercy |
|
dc.contributor.author |
OKOCHA, Desmond Onyemechi |
|
dc.contributor.author |
Ehiremen, Napoleon |
|
dc.date.accessioned |
2024-06-05T11:15:21Z |
|
dc.date.available |
2024-06-05T11:15:21Z |
|
dc.date.issued |
2023 |
|
dc.identifier.uri |
https:journals.sau.edu.ng/index.php/sjmas |
|
dc.identifier.uri |
http://localhost:8080/xmlui/handle/123456789/1650 |
|
dc.description.abstract |
The 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.iso |
en |
en_US |
dc.publisher |
GVU Journal of Communication Studies |
en_US |
dc.relation.ispartofseries |
Volume 6; |
|
dc.subject |
Online Games |
en_US |
dc.subject |
Undergraduates |
en_US |
dc.subject |
Bingham University |
en_US |
dc.subject |
Metaverse |
en_US |
dc.subject |
Digital Technology |
en_US |
dc.title |
Uses and Gratifications of Online Games among the Undergraduates of Bingham University, Karu, Nigeria |
en_US |
dc.type |
Article |
en_US |