gaming spaces have become the
social networking platforms of choicefor a growing number of users, includ-ng very young people. Currently, 3.2bilion people worldwide play videogames, and more than three-quartersof them, or over 2.4 billion, play on-ine multiplayer games in which theyinteract and socialize with players onthe Internet.19 In the U.S. alone, an
estimated 97 million people play onlinemultiplayer games.20
Like more traditional social networkingplatforms, such as Facebook, You-Tube, and Twitter, online gamesconnect people across borders to
enable social interactions and relation-ship-building online. Not only do play-ers compete and collaborate throughtheir character feats and gestures,but they can also communicate inreal time through text or voice chatfunctions in the games themselves.
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