Top-Rated Free Essay
Preview

MMORPG

Better Essays
1301 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
MMORPG
Patrick Sobera
MMORPG’s popular trend
MMORPG’s have become increasingly popular in demand over the last decade and have dominated the video game industry. MMORPG stands for Massively multiplayer online role-playing game. Such games like World of Warcraft and Runescape are popular role-playing games on the computer. These types of games take place online where players can communicate and work together. The recent popularity in MMORPG’s is a symptom of technological advancements, online communication, achievement and addictiveness.

Over the past couple of decades technology has been steadily improving and becoming more effective overall. This has also had a negative effect on how much social interaction people have on a day-to-day basis. Technology is making it so people can communicate through online devices such as cell phones, social media websites, and online multiplayer games which causes people to have less interpersonal communication. With these technological advances many young teenagers and adults have started to communicate through online video games like MMORPG’s. In one study conducted by Mark Griffiths “Social Interactions In Massively Multiplayer Online Role-Playing Gamers” Cyberpsychology & Behavior, Griffiths found that many people feel more comfortable expressing themselves through online communication (Griffiths 577). This shows that technology has made it so people can express themselves and fulfill their interpersonal needs through online communication, which is one cause for the increase in massively multiplayer online role-playing games.

MMORPG’s are not only popular because of the gameplay itself but also because of the online social aspect of the game too. According too Mark Griffiths, social interaction is a major contributor to the enjoyment received from online video games (Griffith 578). There has been many times where gamers have made long lasting friendship with another person through online communication. More females have started playing MMORPG’s due to the social interaction aspect of the game. Page 582 of Mark Griffiths Cyberpsychology & behavior says that, “More and more females are increasingly playing MMORPG’s due to the social interaction and it also allows a person to take on multiple identity roles” (Griffths 582). Online communication and social interaction is a major cause of why MMORPG’s are becoming increasingly popular.

Another cause for the increase in popularity of MMORPG’s is the broad and diverse target market for these types of games. In a study conducted by Nick Yee "The Demographics, Motivations, And Derived Experiences Of Users Of Massively Multi-User Online Graphical Environments." Presence: Teleoperators & Virtual Environments, “MMORPG’s have a very broad appeal toward to a diverse demographic. People ranging from 10 to 69 communicate and work with each other to achieve a goal”(Yee). A very diverse group of people enjoy playing these games which is a predominate reason for the recent success of these games. Yee also states, “MMORPG users under the age of eighteen said that they have made stronger and longer lasting relationships through MMORPG’s than in real life.” This is interesting because it shows younger people are more comfortable communicating online than in real life, which shows that are culture and generation has been taken over by technological andvancements.

Another reason MMORPG’s are steadily trending is it helps a young adult or teenager alleviate negative feeling they may have when playing the game. Many people who play these types of game use it as escapism from everyday life struggles they may be having. Many people with social interaction problems use MMORPG’s because it is easier to express yourself online than it is in real life. These types of problems can lead to addiction to online video games and can end up ruining a person’s life. An online gamers attachment to his player can seem fun at first, but this can become increasingly overwhelming and demanding to keep up with after a certain point. On page 715 of David Smahels article "Playing Mmorpgs: Connections Between Addiction And Identifying With A Character" Cyberpsychology & Behavior, He states that younger males under the age of twenty-seven are more prone to addiction than older males. This is due to younger males having a lower stage of development (Smahel 715). The addiction to MMORPG’s can become so overwhelming that people invest almost all of their time toward the video game, which takes time from school and work.

To show how serious the addiction aspect is, dike van de mheen, et al. "Video Game Addiction And Social Responsibility." Addiction Research & Theory, compares online multiplayer games to gambling and how they both are equally addictive (Van de Mheen) Addiction to anything comes down to self-responsibility. Van de Mheen states, “behavioral problems in video games have a direct resemblance to pathological problems of gambling such as salience, mood modification and withdrawal” (Van de Mheen). The research conducted by Van de Mheen shows how serious addiction to online multiplayer games can be, and that it’s as serious of a problem as gambling is today. Van de Mheen states that “if there is government regulation on gambling then there should be regulations on online multiplayer games as well” (Van de Mheen).

Another cause of the trend in MMORPG’s is the self-fulfillment of achievement. People who play these games start off as a beginner and slowly work their way up unlocking achievements and gaining more experience. Having the feeling of achieving something gives you sense of pride, but it also makes you want to keep playing until you have reached the top level. This can cause players to invest a lot of time into the game. The need for achievement in the players is the key in what drives them to keep playing the game. The need for achievement is also one of the reasons why these types of games can lead to addiction.
According to Hussain Zaheer and Mark Griffiths there are six main themes to why MMORPG’s are trending. “The Attitudes, Feelings, And Experiences Of Online Gamers: A Qualitative Analysis." Cyberpsychology & Behavior, “Online gaming in everyday life; online gaming and excessive playing; addiction; psychosocial impacts; online gaming and time loss; and online gaming and alleviation of negative feelings”(Zaheer and Griffiths). Out of the six main themes Zaheer and Griffiths found, Alleviation of negative feeling was the leading reason to the popularity of MMORPG’s. The alleviation of negative feeling goes back to the addictiveness aspect of these types of video games. Many young adults are becoming addicted to these games due to their lower stage of personality development, which is becoming a more and more of a problem with MMORPG’s.

If MMORPG’s keep trending and becoming popular like they are now, then people will be less willing to communicate face to face which will have a negative on social interaction in young adults and teens. It will make it harder for young adults and teens to get jobs and internships if their social interaction skills are not where they need to be. Also if teens and young adults keep investing the amount of time they are into these games then there will be a negative of effect on education and work. If young adults and teens aren’t spending the necessary amount of time in school, then that could lead to higher dropout rates and lower job employment.

Works Cited
Cole, Helena, and Mark D. Griffiths. "Social Interactions In Massively Multiplayer Online Role-Playing Gamers." Cyberpsychology & Behavior 10.4 (2007): 575-583. Web. 13 Mar. 2013
DIKE VAN DE MHEEN, et al. "Video Game Addiction And Social Responsibility." Addiction Research & Theory 18.5 (2010): 489-493. 13 Mar. 2013.
Hussain, Zaheer, and Mark D. Griffiths. "The Attitudes, Feelings, And Experiences Of Online Gamers: A Qualitative Analysis." Cyberpsychology & Behavior 12.6 (2009): 747-753. Web. 18 Mar. 2013.
Smahel, David, Lukas Blinka, and Ondrej Ledabyl. "Playing Mmorpgs: Connections Between Addiction And Identifying With A Character." Cyberpsychology & Behavior 11.6 (2008): 715-718. Web. 13 Mar. 2013.
Yee, Nick. "The Demographics, Motivations, And Derived Experiences Of Users Of Massively Multi-User Online Graphical Environments." Presence: Teleoperators & Virtual Environments 15.3 (2006): 309-329. Web. 13 Mar. 2013

Cited: Cole, Helena, and Mark D. Griffiths. "Social Interactions In Massively Multiplayer Online Role-Playing Gamers." Cyberpsychology & Behavior 10.4 (2007): 575-583. Web. 13 Mar. 2013 DIKE VAN DE MHEEN, et al. "Video Game Addiction And Social Responsibility." Addiction Research & Theory 18.5 (2010): 489-493. 13 Mar. 2013. Hussain, Zaheer, and Mark D. Griffiths. "The Attitudes, Feelings, And Experiences Of Online Gamers: A Qualitative Analysis." Cyberpsychology & Behavior 12.6 (2009): 747-753. Web. 18 Mar. 2013. Smahel, David, Lukas Blinka, and Ondrej Ledabyl. "Playing Mmorpgs: Connections Between Addiction And Identifying With A Character." Cyberpsychology & Behavior 11.6 (2008): 715-718. Web. 13 Mar. 2013. Yee, Nick. "The Demographics, Motivations, And Derived Experiences Of Users Of Massively Multi-User Online Graphical Environments." Presence: Teleoperators & Virtual Environments 15.3 (2006): 309-329. Web. 13 Mar. 2013

You May Also Find These Documents Helpful

  • Good Essays

    Alex Pham addresses the deception of online gamers in gender-switching and the effects it has on the online community in the article “Boy, you fight like a girl”. Both men and women are a part of this online community consisting of thousands of gamers that face several challenges. Among them are men who play as women not being taken seriously while women who play as men might lose respect by fellow gamers if their identity is revealed. The online gaming community is increasing, therefore resulting in more gender switching. Such trends have strong impacts on the gaming community because of real-life like graphic representations of near perfect men and women. Despite being fictional, these virtual models result in real emotions being brought…

    • 262 Words
    • 2 Pages
    Good Essays
  • Good Essays

    Video Games Dbq

    • 624 Words
    • 3 Pages

    When gamers play with their peers they may do something that the person they are playing with didn’t know how to do, therefore that person can explain what they did which increases their social skills and it will help them gain credibility with their peers (D). There are many gamer communities on the internet and through gaming consoles such as the website Twitch, or Xbox Live, and some people even make gaming videos on Youtube. These communities are composed of groups of people that all share the common interest of gaming. The people in these communities bond and talk about the different video games they play, the strategies they use, and they even play together as a group so that in a way is increasing their social skills. Although they are communicating through the internet they are still being social with each other and making friends that share a common interest with…

    • 624 Words
    • 3 Pages
    Good Essays
  • Good Essays

    MMORPGs have become a huge entertainment phenomenon. These Massive Multiplayer Online Role Playing Games have become an everyday life for many humans around the nation. But are MMORPGs healthy? Many people may say that these online role playing games help make friends over the internet and others believe that the games may not. Some say the games take away ones ability to socialize with other humans on a day to day basis. “Gamers themselves may see MMORPGs as just any other community, but when we look closer, we find that there are underlying differences.” (Schofield 595). However, the gamers share common interests, but have less interests in individuals well being.…

    • 1327 Words
    • 6 Pages
    Good Essays
  • Powerful Essays

    Com 201 Media Essay

    • 1288 Words
    • 6 Pages

    Video games seem to be an essential part around my friends’ circle. Unfortunately, I have never been one of them, but since my brother is a huge fan of video games, I can say I grew up around a video games’ world. As I remember, my brother played video games in every minute and second. I believe you must wonder why I could insist not to play. The truth is I was too afraid to be addicted to those games. I knew I was like my brother. I have seen all the consequences being addicted to video games bring. So I never played the same games several times and this is how I controlled myself. Hence it is much easier for me to observe how people interact with video games and it can also satisfy my curiosity about why people are so addictive. Therefore, I asked two of my girlfriends and my brother to help me to conduct this research. I ask them to play Halo 4, which is a new game they have never played.…

    • 1288 Words
    • 6 Pages
    Powerful Essays
  • Better Essays

    Massively multiplayer online-role playing games, also known as MMORPGs, have gained popularity since they were first released to the public in 1999. Thousands, even millions, of people across the world play these games online every day; some individuals play them so much that some professionals have started to wonder whether or not the people playing these games have developed a new type of addiction. This topic has become very controversial; while some people agree wholeheartedly that it has become an addiction that interferes with players ' social lives, schooling, and jobs, others argue that the obsession with an MMORPG has positive psychological and social impacts.…

    • 1240 Words
    • 5 Pages
    Better Essays
  • Best Essays

    History of Mmorpgs

    • 3097 Words
    • 13 Pages

    Young, Dr. Kimberly. “Addiction to MMORPGs: Symptoms and Treatment.” Net Addiction.com. N.p., n.d. Web. 13 Nov. 2008. .…

    • 3097 Words
    • 13 Pages
    Best Essays
  • Satisfactory Essays

    The video game player’s personality will be affected in many ways. For example, playing decreases prosocial behaviors, this includes activities such as giving to charity, volunteering, and overall “helping” behaviors. Some studies have proved that video game players lead to an increase in antisocial behavior. These frequently users rather isolate from others and play than socialize. When playing becomes an addiction, their personality has completely transformed into an isolated antisocial person.…

    • 325 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    The culture of gamers all started from the first arcade ever made called “pong” which was released on “November 29,1972” (Popper,5).Popper states that this game was a very “popular game” in the 70’s and that the whole point was to get the “highest score”(Popper,5).Pong was created by “Nolan Bushnell” and also “atari”(Popper,5). Through the creation of this game gamers started to originate it from due to is addictive entertainment for several hours. ”Peter Burkoski” was one of the first known gamers a 18 year old teen who played pong who had a “heart attack after tapping the high score twice in less than 15 minutes”(Popper,5). And as time pases more games are made and the addictivity to games continue which makes gamers culture continue on for years. Therefore there has been a recent study of “1,178 kids and teens ages 8 to 18 revealed that 8.5% of them were addicted to games”(Roberts,2).…

    • 556 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    “Currently there are more than half a billion people worldwide playing online games at least an hour a day -- and 183 million in the US alone.” (McGonigal, 2011) There is an extensive anti-game lobby that believes video games promote violence, anti-social behaviour, and zoned-out teenagers. However, there is ample evidence to support my theory that video games have been unfairly maligned. In this paper I will examine research and anecdotal evidence to illustrate why video games are good for you.…

    • 2900 Words
    • 12 Pages
    Powerful Essays
  • Good Essays

    Mompg Research Paper

    • 604 Words
    • 3 Pages

    Massively Multiplayer Online Role Playing Games (MMORPGs) have been called “heroinware” because they are “simultaneously competitive and highly social” (Allison, Wahlde, Shockley, & Gabbard, 2006, p. 383).…

    • 604 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Massive Multiplayer Online Role Playing Game (MMORPG) is quite interesting nowadays. More and more people are addicted to it; players can easily earn money by playing and selling their items or character; players can interact and get to know each other by just playing the game together. There are a lot of MMORPG players whose success is much higher than expected. The study of Nicholas Yee, The Psychology of Massive Multi-User Online Role-Playing Games supports the claim that, “It was found that male users score higher than female users on Achievement and Manipulation, whereas female users scored significantly higher on the Relationship, Immersion and Escapism factors. In other words, male users are more likely to engage in these environments to achieve objective goals, whereas female users are more likely to engage in MMORPGs to form relationships and become immersed in a fantasy environment.” (Nicholas Yee, p14).…

    • 4879 Words
    • 20 Pages
    Powerful Essays
  • Better Essays

    And though a typical gamer plays for just an hour or two a day, there are now more than five million “extreme” gamers in the U.S. who play an average of 45 hours a week.” (Page 177). Jane goes on to say that all those people have real lives that they care about, but they devote most of their free time to video games. She goes on to explain that the real world does not administer the same sort of pleasures, challenges, or social bonding that a gamer can find in virtual…

    • 1501 Words
    • 7 Pages
    Better Essays
  • Good Essays

    Video Game Exploration

    • 1363 Words
    • 6 Pages

    My research topic is trying to figure out the relationship between online game players and their real life. Through observing researches on various groups of game players, I bring forth questions for game players such as, what is the motive to play games? What positions do game players have at their work? What roles are game players playing in the society? Are they “losers” (in general meaning – at the bottom of social status) in reality? Does game assist them to be successful in the daily life? Many questions and considerations need to be investigated and evaluated.…

    • 1363 Words
    • 6 Pages
    Good Essays
  • Powerful Essays

    Violence in Video Games

    • 1001 Words
    • 5 Pages

    It has been said that video games also decrease social skills in gamers ranging from children to teens to adults. The truth could not be more contrary as recent studies show that video games in fact increase social interaction. The results of a study of 1,102 subjects between twelve and seventeen years of age are that gaming is a social experience. 76% play games with others, 65% of which…

    • 1001 Words
    • 5 Pages
    Powerful Essays
  • Powerful Essays

    The study implemented was put into practice in order to examine Online role-playing games and how the motivational factors driving game play reflects gaming behaviors and personal characteristics. The significance of the study is to find correlations between motivational factors and behaviors regarding game play. The study was appropriately conducted through online surveying, with the participants from among all populations, and age groups answering questions about their online gaming experience, personal characteristics and behaviors. With previous research findings, we expected to find a significant difference in motivations and gender among the populations. The findings showed that correlations were found between gender and motivations which help interpret other factors of game play, such time investment. From the results we can see that there is a significant difference in what drives particular virtual behaviors, and expect to see several similar studies of interactive online communities in the future as they continue to develop.…

    • 3209 Words
    • 13 Pages
    Powerful Essays