{'fraction_non_alphanumeric': 0.022002200220022004, 'fraction_numerical': 0.005500550055005501, 'mean_word_length': 4.909090909090909, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Social learning through gaming

Introduction Throughout human history we have played and gamed. According to Eric Berne (1964), author of Games People Play, human relationships are in fact comprised of game playing behaviors. Huizinga [1] observes that playing games is one of the most common ways to form new groups – groups formed from playing games tend to become stable. Since playing games is such an important factor in the human socialization process, a natural extension is to believe that we learn social behavior from playing games. But while the general opinion holds this to be true for sports, other types of gaming, in particular computer gaming is rather seen as more anti -social than socializing behavior. This view has recently become challenged from many researchers, both through studies of children gaming behavior and the study of multi – player online role-playing games including MUDs.