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Game on! the Newest Way to Socialize

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Game on! the Newest Way to Socialize
Game On! The Newest Way to Socialize
Online games aren 't just a diversion, but a unique way to meet other people. As millions of gamers demonstrate, playing online is about friendship and cooperation, not just killing monsters. These games are a viable social network because players focus on teamwork, form groups with like-minded people and have romantic relationships with other players.

Massively-Multiplayer Online Role Playing Games (MMORPGs) feature millions of players interacting in the same environment. The games are social in nature as they allow players to band together and complete missions based on a story line, or test their skills by fighting against each other. At the start of the game, the user creates a fictional character, and customizes its physical appearance. Since many games involve combat, players also outfit their characters with armor and weapons, as well as choose their "profession." Many popular game titles like World of Warcraft and Everquest follow a fantasy theme, so most professions have magical abilities like healing other players or raising undead minions. While the process seems simple, players may spend hours agonizing over the perfect look for their character, from their armor color to the type of skills to use in battle. Once their character is created, the player is free to explore the vast, digital world and interact with other players; however they must pay on average $15 a month for game content. Online gaming is not just for males. According to the 2009 survey conducted by the ESA, if you look at just online games (which include games other than MMORPGs), it’s actually a 57% male-43% female. The average gamer is 30 years old and has been playing for 12 years. Sixty-eight percent of gamers are 18 years of age or older. Titles like World of Warcraft have a healthy population of female players as well as males. With millions of players, there are plenty of people to have adventures with.

Internet gamers insist on teamwork



Cited: Taylor, T.L. "Play Between Worlds: Exploring Online Game Culture." University of Washington. Seattle. 12 May 2006. Windham, Mike . Personal interview. 13 April 2013. Yee, Nick. The Daedalus Project. Home Page. 1 September 2006. 24 October 2006. http://www.nickyee.com/daedalus/ Spencer, Susan. "Addicted: Suicide Over Everquest?." CBS News.com 18 October 2002. 24 October 2006. http://www.cbsnews.com/stories/2002/10/17/48hours/main525965.shtml

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