Results so far:
| Harmless | 47% | 635 votes | Total: 1350 votes | |
| Addictive | 53% | 715 votes |
There are horror stories out there of people who become addicted to online (and offline) games. Some people have lost their jobs, dropped out of school, had their marriages end in divorce, and traded a real world social life for a virtual one.
Though World of Warcraft often gets the finger pointed at them these days, other MMORPGs (Massively Multiplayer Online Role Playing Games) have suffered from the same bad reputation. Everquest was often referred to as Evercrack', Ultima Online had its share of addicted players, and hundreds of other lesser-known games have their share of addicts.
Back in the late 1990's, before graphics-intense games came along, MUD's existed. These were text-based roleplaying games similar to the MMORPGs of today. I used to play one where one of the main goals was to get to the highest level possible. Once you reached this goal, you could remort', a term which meant that you'd start over again at level one but your character would be slightly more powerful this time around. A character could remort over and over again resulting in an endless cycle of leveling. Most players were content to go at a plodding or moderate pace but there was one character who left everybody else in the dust. Rumors circulated about him. Was it five different people playing one character?' some wondered. Others heard that he would delete his character in an attempt to break the addiction and then get the moderators to reinstate his character after a week or two. Addicts do exist in the gaming world.
But, for the average player, World of Warcraft and games like it are simply a harmless form of entertainment. Out of its 10 million subscribers, a very small percentage of players exhibit these behaviors. Most people play it for two or three hours a day. They may participate in a raid or chat with friends or just take their time slowly leveling to the level cap and exploring the game world.
There's another point as well, though. I suspect MMORPG players may come under more attack than other addictions because of how they're played. One of the most effective ways to improve your character in World of Warcraft is done through raiding or "running instances". A group of 5-40 characters fight their way through a dungeon until they either "wipe" and call it a day or reach the end boss and defeat it. These instances can take anywhere between one to six hours.
Now, here's the important point. Since it's often difficult to find a group member who's willing to replace your spot, it's hard to simply stop in the middle of one of these instances . At least not without a tremendous amount of guilt for abandoning the other 4-39 players who have already battled through part of the dungeon. Family members and friends who don't understand the nature of online play may accuse somebody who only plays 10-15 hours/week of being an addict. It's easy to put down a book or tape the rest of the television show or pause the single-player console game. And that's not at all true when you've finished 3/4 of Karazhan.
While I'm not excusing the true addicts for their behavior, the average person can handle their impulse control perfectly fine.
Learn more about this author, Kayla Weller.
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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.
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