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Computers and games are often used to form a network.

However, in a new study from researchers at the University of Pennsylvania, they found that in some cases, the network may also have a psychological impact.

“We found that playing video games is a way for individuals to communicate with each other.

They share information, they joke, they have fun,” said Dr. Andrew K. Klimas, the lead author of the study, which was published in Computers in Human Behavior.

“They interact with each others’ physical actions, their physical environment and their thoughts.”

“People are social beings, and when we share information and interact with other people, it’s kind of like socializing,” he added.

“Our results suggest that video games, in this case, were not the only way that individuals can connect with one another.

Rather, video games may play an important role in creating social networks.”

The researchers tested this theory using two experiments.

In the first experiment, participants played a computer game for 20 minutes and then were asked to write about it.

The participants were then asked to complete a questionnaire about how much they liked the game, their personality traits and how much it made them feel.

In addition to their personal impressions, the participants also rated the overall game quality, how good the game was and how fun it was.

“The researchers found that the more the game played, the more it made people feel connected to each other, and that these feelings are linked to liking the game,” Klimins said.

The researchers then took these scores and divided them by how many times the participants played the game.

For example, if the game took 20 minutes to play, the players would receive a score of 70% and the researchers would divide it by 10.

In this experiment, the researchers used a different technique than the previous ones.

Instead of using participants’ own scores to determine the scores, they randomly assigned participants to play a different game, a game with a higher score.

The researchers then recorded how much time each participant spent playing the game and then divided this time by how much the participants liked the video game.

This time, the video games with a high score also had a lower score, meaning that those players who played the video-game with a low score, would also have less time to play the video video game with the high score.

In the other case, the high scores and low scores had no impact on how much players played the other video game that was played with a similar score.

The findings also showed that video-games played in this way are associated with a more positive mood.

The results showed that players who liked the games with high scores also reported feeling more optimistic and having a higher level of emotional wellbeing, which could indicate a positive psychological effect.

The study was also able to show that playing a video game can also affect a person’s physical health.

For example, in one of the games, the player has to control a ball that is moving in the real world and have to catch it, while in another game, the ball is not moving and the player just has to dodge it.

The players reported feeling healthier than those who played a game without a goal, which may indicate that a goal can be a barrier to a positive outcome.

The studies results have been published in the Journal of Applied Psychology.