ABSTRACT

Introduction Since the rst boom of video games in the 80s, the gaming industry has held an important place in the world market. According to the Entertainment Software Association gures (https://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf ) accessed 26 August 2008, in 2007 the market of U.S. computer and video games amounts to $9.5 billion. is is almost equal to the U.S. movie market (https:// www.the-numbers.com/market/2007.php) accessed 26 August 2008 ($9.6 billion in 2007). Students currently in university were born with video games, which are as much a part of their culture as TV, movies, or books.