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Billieux et al. (2012) announced that the computer games and video games have been one of the most prevalent leisure activities during last 30 years rapidly developed. Nowadays, computer games and videos game have played a crucial role in digital computer technology, which is called the new multimedia culture. The popularity of computer games and video games are demonstrated by its a mass of players. These players have different age groups, not only young people enjoy playing computer games and video games, some adults also like to play Video games such as parents who decide to play games when their kids go to school; and even elderly people use computer play board and card games at home (Stang et al, 2007). In 2009, BBC Audience Research states that there is nearly 98% of aged 6 to 16 children play computer and video games, and aged 16 to 24 the percentage approximately 85%. In 2012, 63 million console and computer games were sold in UK, after United State and Japan, the UK games market is the third largest in the world (Houses of Parliament, 2012). In one research, nearly 72% of male and 38% of female in aged group 25 to 29 play games, approximately 45% male and 35% female in aged group 30 to 34 play games, and about 50% male and 22% female in aged group 35 to 44 play games in UK (Houses of Parliament, 2012). Hence, the wide distribution of age groups player decides the computer games and video games can develop rapidly and become the one of the most popular leisure activities (Lindgren, 2010). 2. Research questions, aim and objectives Research questions: The key research questions relevant to this project were: (1) What are young adults’ information behaviours during play the games? (2) How do information behaviours influen... ... middle of paper ... ...some tasks or missions, and even create some specialized vocabulary to make the in-game communication easier (Steinkuehler, 2007). Moreover, the player-player interaction also includes some information behaviours outside the game. For example, players do not only communicate or discuss with others in the game, but also extend this interaction into the real life such as use email or text to contract with their game friends, even some player like chatting with others face-to-face. Another typical example of player’s outside-game information behaviour is establishing the game online forum. Players can create some special topics allow players ask and answer the question on the forum, share their good game experiences and knowledge, and discuss with other in order to figure out some challenges or create new knowledge about how to play game well (Steinkuehler, 2007).

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