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Read the following hypertext sample and answer the questions that follow: 1. What is the hypertext all about? 2. The author used what type of

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Read the following hypertext sample and answer the questions that follow: 1. What is the hypertext all about? 2. The author used what type of hypertext? What example of hypertext was used? 3. What do you think is the primary use of the highlighted words in the text? Are they leading to more interpretation.? Explain your answer. 4. Were the footnotes presented useful in this hypertext? In what way? Give justification. 5. How do you think will development of hypertext help the future of reading?

The social side of gaming: How playing online computer games creates online and offline social support by Sabine Trepte, et.al. Abstract Online gaming has gained millions of users around the globe, which have been shown to virtually connect, to befriend, and to accumulate online social capital. Today, as online gaming has become a major leisure time activity, it seems worthwhile asking for the underlying factors of online social capital acquisition and whether online social capital increases offline social support. In the present study, we proposed that the online game players physical and social proximity as well as their mutual familiarity influence bridging and bonding social capital. Physical proximity was predicted to positively influence bonding social capital online. Social proximity and familiarity were hypothesized to foster both online bridging and bonding social capital Additionally, we hypothesized that both social capital dimensions are positively related to offline social support. The hypotheses were tested with regard to members of e-sports clans. In an online survey, participants (N = 811) were recruited via the online portal of the Electronic Sports League (ESL) in several countries. The data confirmed all hypotheses, with the path model exhibiting an excellent fit. The results complement existing research by showing that online gaming may result in strong social ties, if gamers engage in online activities that continue beyond the game and extend these with offline activities electronic game playing over a computer network, particularly over the internet (Britannica 2020) "It organizes competitions around the world, hosting some of the largest and most lucrative events on the esports calendar. It has grown substantially since being founded in 2000, with eleven offices worldwide, and a number of international television studios (ESL Gaming GmbH, 2020)

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