MTV News (mtv.com) is investigating a potential data breach of a Universal Studios data set that was used in a study on the effect of video game and social media use on gamers.
The study, “Social Game and Gaming,” was published in the April issue of the Journal of the American Medical Association, and is one of the first studies to use the data to evaluate the impact of video games and social networking on gaming behaviors.
“The study provides strong evidence that video game use can influence gaming behaviors in real-world settings,” Dr. Thomas P. Wiens, a University of Maryland researcher and lead author of the study, said in a statement.
“Video games are widely used in school and community settings.
They are also used by many people to share personal, professional and political information, which is a valuable part of our society.”
The study used the data from a 2012 survey of 1,000 adults from the U.S. and Canada who had participated in the UGAS.
The survey was sponsored by the UGC Cooperative, which collects data on the UGs consumer spending habits, and it included information on social gaming habits of 1.2 million participants across the country.
Wiens said that the study found that gamers who reported using video games at least five hours a week spent an average of 1 percent more on gaming activities and about 1 percent less on leisure activities than gamers who used the least amount of video gaming time.
Gamers who reported spending less than five hours per week were more likely to play online games than gamers spending more than five days per week, according to the study.
Players who played more than 10 hours a month were more than twice as likely to report gaming at least four hours per day than gamers playing less than four hours a day.
In addition to gaming, players reported spending more on food, alcohol, entertainment, clothing, and other items than their peers who played fewer hours a year.
The results also showed that gaming increased the likelihood of a gamer using social networking sites and gaming sites to discuss issues in the game world, according a study published in March by the University of North Carolina at Chapel Hill.
The University of Washington’s Game Center Study found that the majority of gamers use social networking site to discuss their game or their interests, and they also reported spending about $1.7 million more on social media in 2015 than they did in 2015.
Gamors spend about $3,000 more per month on social networking, according the study conducted by the university’s GameCenter Center.
Wireshark, the video game tracking program, found that more than 9,000 gamers from the United Kingdom were using Game Center in 2015, with nearly half of them spending $3.3 million per year.
In 2015, gaming users spent about $10.5 million per month, which was about $4.4 billion more than gamers spent in 2015 on gaming, according Wiresharks study.
The findings suggest that social networking has a significant impact on gaming behavior, according an article published in August by the Journal on Media and Society.
The study analyzed the video and audio from over 2,000 gaming events in 2015 and found that video games had a significant effect on gaming and gaming-related behaviors.
Gamorghoul, the game-related game, was the most popular game of the year with over 4 million players in 2015 with more than 70 percent of players spending at least one hour per week playing the game, according data from the game developer.
Gamestoppers, a national online survey that asks players questions about their gaming habits, reported that more gamers were spending money on games this year than in any year since 2006.
Gameweeks, an online survey for gaming enthusiasts, said that players spent more than $1 billion dollars on gaming products in 2015 alone.
Games popularity also appears to be increasing among younger gamers, the study said.