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World of Warcraft: Harmless fun, or an addictive replacement for real life?

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Harmless
47% 908 votes Total: 1949 votes
Addictive
53% 1041 votes

Harmless

by Abhishek Tadepalli

Created on: May 28, 2008   Last Updated: August 05, 2011

I was introduced to World of Warcraft roughly three years ago. Any gamer would agree that it's a fascinating game. There's a whole world to explore, quests to do, and a continuously ongoing battle between your faction and the opposing faction, wherein you get a chance to kill the enemy and gloriously win battles against players and monsters alike.

I used to play the game on a friend's account and liked it so much that I eventually bought an account of my own. I had a great time moving around in the ethereal world which Blizzard has developed so well. I got to meet a lot of new people through the various guilds that I joined.

At some point, I hit the highest level the game could offer, and a few months after that, I quit the game. Honestly, I was never addicted to the game at all.

My belief is that people often mistake games which are quite complex to be addictive. Anyone who has played World of Warcraft would agree with me when I say that the game has a way of keeping you on your toes. And because it involves a variety of different dimensions, there's always something different to do when you get bored of one aspect of the game. For example, you might get bored of questing, and switch over to player vs. player combat in the form of battlegrounds and vice versa. In fact, if you get bored of one class you can simply roll another class and explore a whole new set of abilities. The game isn't easy either, and requires a certain amount of skill in order to achieve various objectives. All these aspects contribute to keeping players involved in the game.

But essentially, you can't keep going on forever. When you get to a certain point in the game where you've pretty much seen and done everything, you'll get bored and quit playing. Just because someone has been playing World of Warcraft for the past four years of more, he or she isn't necessarily addicted to the game. That person has simply taken longer to explore all aspects of the World of Warcraft, or the person just enjoys the game more than you or I do.

Addiction is the state of being enslaved to a habit or practice or to something that is psychologically or physically habit-forming, such as narcotics, to such an extent that its cessation causes severe trauma. I will admit World of Warcraft has had that effect on some people, but I'm sure that if you look at the statistics, you will find that such cases are very, very, very rare. Getting addicted to World of Warcraft is almost as rare as getting addicted to peanuts. As I have pointed out before, the game is in effect, quite complex and the definition of complexity is not even close to the definition of addiction.

I thereby conclude by stating the obvious. World of Warcraft is a fun-filled harmless game - nothing more, and nothing less.

Learn more about this author, Abhishek Tadepalli.
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Addictive

by James Lightbody

Created on: April 14, 2009   Last Updated: April 15, 2009

A young man of 17 years is sitting in his dark bedroom on a warm Friday night. He has just gotten off the phone with a friend. He just told this friend that he was too busy to hang out. Staring at the luminescent monitor, the only sounds that can be heard are the clicks of his mouse. Moments earlier, this young man had joined a dungeon raid that will surely last deep into the night. He has opted to skip an outing with his friends in order to pursue a chance to receive a piece of virtual armor that will advance his video game performance. Has World of Warcraft arrived at a point where its events are taking precedent over real-life activities? Are these online raiding environments a strong supplement to social development, or are they just an empty addiction? When does a hobby become dangerous? Where can the line be drawn?

In the beginning, those who purchase World of Warcraft (and other online video games) are merely seeking an entertaining alternative reality to their own intermittent boredom; a fictional world in which to roam, compete, and socialize with others. These games, however, have been designed to capture the player's attention for tremendously extensive periods of time. They boast an intricate system of achievements, reputation gains, and other means intangible progression. The user lives by the philosophy that the fights they take part in and the armor they collect is furthering their character's (and often, even their own) success. There is always the thrill of betterment and the psychological gratification that comes with games centered around the "progression curve." So when and why do people start becoming addicted? This lies in the game's everlasting hamster wheel effect; it is unbeatable (at least, by the traditional definition of "beatable). Players may invest days, months, and years with the hopes of arriving at a definitive level of "victory" that does not actually exist.

Family, friends, and co-workers of WoW players will often label them as addicted once they reach a certain amount of hours of daily playtime. This threshold of hours spent playing cannot be accurately translated into a definite level of addiction; an amount of time spent playing a video game differs from person to person, and what one person regards as "absurd addiction" may be viewed as "casual play" to someone else. On the whole, however, there is almost a universal agreement among non-WoW players that addiction has definitely occurred when players begin to circumvent real-life activities and duties in order attend raids and gatherings in a virtual gaming world. This level of game play is the exact point at which World of Warcraft begins to transpose itself from an innocent source of entertainment and into a seemingly convenient replacement for real life affairs.

Many who represent the online gaming industry will argue that gaming venues such as World of Warcraft are solely meant for the enjoyment of individuals who seek an in-depth playing experience. They will argue that the amount of time invested in such hobbies is entirely based upon the discretion of the player themselves. Arguments have been made that these same individuals who present extreme levels of addiction for games like World of Warcraft would likely find some alternative facet in which to channel their addiction if WoW did not exist. Claims have been made that these people simply have addictive personalities, and they would be addicted to something else anyway. Like many other methods for measuring psychological addiction, these assumptions are not an exact science; they are merely the defenses being made by an industry that thrives off of sociological insecurity.

Companies that produce games whose primary objective is to provide an alternative reality to real life only have room to profit from the socially insecure mindsets of teens and young adults (this is not to exclude older gamers from the spectrum, but the most pronounced gaming demographic lies within younger crowds). The idea that the gaming industry feeds off of the monthly subscriptions of addicted, anti-social people truly shows the negative potential of such a system. This is not to say that the game producers harbor themselves in a hidden room and secretly devise ways to hook and reel-in impressionable youngsters at their expense; this perspective is simply meant to allude to possible drawbacks and hindrances that may arise as a result of such practices.

Supporters of online games will also make mention of the idea that these games elevate problem-solving, multitasking, and teamwork (in the case of 25-man raids). Even if this is true, is it really worth the trade off? Players who may have been addicted to games like World of Warcraft for extensive periods of time may have had their social and physical health inhibited. They have locked themselves into a dormant situation for so long that they may lack life experience and enthusiasm to create/pursue goals that are not related to the virtual world that they have invested so much into. Additionally, in the process of furthering their gaming acumen, players may have ignored their academic studies and may now lack options for college selection (due to poor grades). When it comes to career experience, they may have backed themselves into a corner. Younger individuals may have little to no job experience and may find it difficult to begin a career; after all, all of their time was spent gaming instead of gaining real-world job insight.

On the whole, online gaming has become a universal phenomenon. Players are now interacting with others from around the world. In-depth combat systems and compelling storylines continue to captivate audiences throughout all demographic spectrums. With all of this entertainment value emerging, are people using games like World of Warcraft as a replacement for real life? This is an issue that is continuously debated and unanimous conclusions are hardly ever drawn. Opinions will always differ among hardcore, casual, and non-gamers alike. There is no way to accurately label a WoW player as normal, addicted, or unhealthy. One opinion, however, can usually be agreed on: when individuals begin to choose video game pursuits over real life pursuits, they have arrived at a point where they are using games as an alternative way of living their life - and this, by itself, is a largely detrimental practice.

Learn more about this author, James Lightbody.
Click here to send this author comments or questions.


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