“…In fact, according to Theory of Reasoned Action (Ajzen & Fishbein, 1980), it is thought that belief (i.e., an individual's subjective knowledge and the perceived costs and benefits of the behavior) influences attitude (i.e., an individual's positive and negative feelings about a particular behavior), that in turn shapes behavioral intention. In fact, research has found that adolescents perceive video gaming as a (i) social tool that allows boys to work cooperatively with peers (Olson, Kutner, & Warner, 2008), (ii) way to compete (Greenberg, Sherry, Lachlan, Lucas, & Holmstrom, 2010), and (iii) way express fantasies of power, when boys gain status among peers by owning or mastering these popular games (Olson, Kutner, & Warner, 2008;see Olson, 2010, for a review).…”