Massively multiplayer online role-playing game (MMORPG) is a kind of online game in which a large number of players interact with one another in a fantasy world. Players use them as traditional games in which to explore new friends, new adventures, and themselves.
Video games such as MMORPG lead to increased aggression and also violence most especially those teenagers who are very attached to the video games. Violent video games are significantly associated with: increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased pro social or helping behavior. (Anderson, 2003, Myths and Facts, para. 1)
Another study which considers available …show more content…
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).
MMORPGs have been criticized for hampering academic and job performance. The FCC has specifically accused World of Warcraft, one of the most popular games, as leading to college dropouts (Somaiya, 2009). Students can become obsessed with these games and become disengaged from schools, friends, and life.
Video games can also have positive social effects. One measure of this which has significant research is that of pro social behavior. (Schie & Wiegman, 1997).
One recent study focused specifically on the effects of pro social games on undergraduate students (Gentile, et al., 2009). It was found that playing pro social video games significantly impacted the immediate helpfulness of the player. As was expected from previous work by Anderson and others, violent and neutral video games did not increase the helpfulness of the test subjects.
Allison, S. E., Wahlde, L. v., Shockley, T., & Gabbard, G. O. (2006). The Development of the Self in the Era of the Internet . American Journal of Psychiatry, …show more content…
A. (2003). Violent Video Games: Myths, Facts, and Unanswered Questions. Psychological Science Agenda.
Block, J. J., & Crain, B. R. (2007). Omissions and errors in "Media violence and the American public". American Psychologist, 252-253.
Escobar-Chaves, S. L., & Anderson, C. A. (2008). Media and Risky Behaviors. The Future of Children, 147-180.
Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., et al. (2009). The effects of prosocial viedo games on prosocial behaviors: International evidence form correlational, longitudinal, and experimental studies. Personalily and Social Bulletin, 752-763.
Schie, E. G., & Wiegman, O. (1997). Children and videogames: Leisure activites, aggression, social interaction, and school performance.Journal of Applied Social Psychology, 1175-1194.
Somaiya, R. (2009, January 6). Latest threat to student health: trolls and orcs. Retrieved October 8, 2010, from The Guardian: