ABSTRACT

Some scholars discuss social cue deficits while interacting through video games. Generally video gamers are stereotyped as having no friends, no social or life skills, are obese, live in their parent's basement, and are inept at any form of relationship or communication. The larger difficulty in communication is whether the message is within the latitude of rejection, acceptance, or non-commitment for the receiver. The main differences between face-to-face and computer-mediated communications are usually divided into five domains; physical distance, anonymity, communication richness, visual cues, and time. Communication studies are more primarily focused on discourse analysis or a number of approaches to analyzing language, communication modes, and how people interact across different mediums including technology. While they do have substantial differences, online relationships and communication studies have more fellowship than differences. By misplacing the context of the communication, there are detrimental effects upon the individual reading or hearing the message propelled by the sender within the communication.