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Online gaming: Breaking or building social barriers?

Most days, as soon as he gets home from work or finishes with his last class, Thomas Odmark, a business major and junior at the University of South Florida, hops into the seat of his leather, high-back computer chair and logs onto his favorite online game, World of Warcraft.

Odmark is but one of more than 10 million people worldwide who are subscribed to World of Warcraft, also known as the most popular of the hundreds of MMORPGs (massively multiplayer online role-playing games) out there now.

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