This research attempts to identify, if any, a relationship between online multiplayer gaming and the development of communication skills. Online multiplayer video games involve thousands of players around the world who can play alone, in a team or with another player. To begin the study, a survey will be created to gather information on the communication skills of individuals who practice collaborative play. The survey will involve subjects answering several questions regarding their communication behavior while playing video games. Additionally, the number of years a subject has played a particular video game or participated in online video games will also be collected. The reason why using surveys is the method chosen for this study is due to the difficulties that creating an experiment would entail. An experiment would be ideal but the inability to monitor all players during the game and their interactions could result in false or incomplete data. Some constraints with using the survey method are that the data will completely rely on the honesty and validity of the respondents' answers to the survey questions which may also prove to be unreliable. However, a survey's ability to obtain large amounts of data in a short period of time makes it the ideal method for this study. Section 2: Sampling An invitation to participate in the study with an attached link to the survey site where it circulated among members of the University of Arizona community known to participate in online gaming. Facebook and Twitter were also used as a means to inform the community about the opportunity to participate in the survey. The survey link took participants to the consent form they had to agree to before being taken... halfway down the sheet... those who participated in online games for 3 or more years tended to have higher average scores for each variable compared to those who did not. This would mean that those who participated in online games for more than 3 years were better at participating in teams, communicating with others and expressing their voice during leadership activities than their counterparts who had not participated in online games for more than 3 years. Works CitedFerrell, J. (2012, January 1). Improve communication in virtual teams. Society of Industrial and Organizational Psychology. Retrieved April 9, 2014, from http://www.siop.org/WhitePapers/Visibility/VirtualTeams.pdf Pollard, K. (2004, January 1). Collaborative learning for collaborative work? Western England University. Retrieved from http://interprofessional.ucsf.edu/sites/interprofessional.ucsf.edu/files/PDF/UWE%20Subscale.pdf
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