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Thesis on World of Warcraft (Wow)
Chapter 1
THE PROBLEM AND ITS SCOPE
INTRODUCTION

Rationale of the Study

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).

Similar observations have been shown by the Filipinos, is that they played MMORPG for a common good reason, money. They tend to get addicted because of high level graphics and challenging quests that the game offers, and playing together with their friends in order to build their teamwork in any circumstances.
The reason of having a research on this topic is that, from our own observation some of the ICT students in University of San Carlos don 't attend each of their classes just to play these MMORPG games. The researchers want to know why as to what drives the students to play MMORPG games this much. According to Nicholas Yee (as cited in The Psychology of Massive Multi-User Online Role-Playing Games), “As mentioned in the section on time investment, 8% of users spend 40 hours or more in these environments, and 70% have spent at least 10 hours continuously in an MMORPG in one sitting. Both quantitative and qualitative data suggest that a small, but significant, group of users suffer from dependence and withdrawal symptoms” (Psychology of Massive Multi-User Online Role-Playing Games, p23).

As Tyrer (2008:30) said why most people are addicted to play MMORPG, he said that “Initially the linking of the motivational factors of playing an MMORPG to the several models of addiction in order to discover which factor led to dependence was the key objective. But what was found is that all of the motivational factors may lead to an addictive relationship, but it ultimately depends on what type of person you are, and under what physical and psychological influences you are being subjected to, as addiction is abnormality of the behavioral system within the brain in order to counter extreme external factors. Therefore it cannot be quantified into one particular reason as to why MMORPGs are addictive, as it involves a combination of factors that exist externally to the game.” The reason why this study needs to be conducted is to find out what is the main cause on how does a person tend to be addicted into a particular game and how much does it cost.

The researcher’s study focuses on how people turn into a player and goes into an addict mode.
Theoretical Background of the Study Massive Multiplayer Online Role Playing Game (MMORPG) has been growing quickly nowadays. MMORPG is a kind of online game wherein millions of players are able to interact and build a community. Players are represented by an avatar which are they designed according to their likings and used these avatars to move around in the game. Online Games is a kind of game wherein it requires the use of internet to be able to play these game and connect to other players all over the world. Even though online games have been very successful in recent years, only few people knew on how long the online games had existed prior to the explosion of its popularity. The online worlds have existed for nearly as long as the Internet itself. (Russell, 2006). Yet, in 1996, Massive Multiplayer Online Role Playing Game (MMORPG) is believed to have existed in the game called Meridian 59. But the genre started to become popular in 1997, with Ultima Online. MMORPG is the evolution from Multi – User Dungeon or Domain or Dimension ( the final world varies by opinion) also known as MUD. Online gaming had its breakthrough in terms of interactivity with the MUDs or Multi - User Dungeon or Domain or Dimension (the final word varies by opinion). MUDs are text-based games from BBS games or Bulletin Board System, but MUDs have a level of automation that had not existed before. MUDs let players to interact with each other in real time. MUDs have ruled the online gaming industry for years, until a new era was born, with MMORPG as the new ruler in the industry. These games contain advance graphics, which are appealing to players as something that would not be possible (Russell, 2006). Moreover, Millions of players interact, gather and form relationships with other players through their avatars in the virtual world known as MMORPG (Massive Multiplayer Online Role Playing Game) everyday (Yee, 2006). But what does MMORPG really mean? MMORPG which stands for Massive Multiplayer Online Role Playing Game is a computer-based RPG (Role Playing Game). MMORPG is a type of MMOG (Massive Multiplayer Online Game) which takes place in an online virtual world with hundreds of thousands of other players. In MMORPG, a player controls a character represented by an avatar, which he uses to move around and do things in the virtual world (www.wisegeek.com). Wagner (2008) states that MMORPG can connect players globally and locally and those players create guilds or clan then attack the opposing squad and prove their strengths in the battlefield. Each player is being represented by a 3D avatar that the players design in according to their likings. Moreover, in the analysis made by Yee on the motivation of the players to play MMORPG, 5 factors are produced. First is the “Relationship” factor which measures the desire of the users to interact with other players and their willingness to form relationships which would help them to progress in the game. Second factor is “Manipulation” which measures the desire of the user to manipulate other users for his personal gains and satisfaction. Third is the “Immersion” factor measure the enjoyment of the user being in a fantasy world and to be somebody else. The fourth is “Escapism” which measures the usage of the player towards the virtual world as to temporarily escape from the reality. The last factor is “Achievement” which measures the desire of the user to excel in the game and Leadership (Yee, 2006). Moreover, Research in America reveals that children ages 8-18 with family problem, school, social and psychological problems tend to play video games. According to research pathological gamers tend to play twice as much time the non-pathological gamers. As describe pathological gamers has gaming consoles in their bedrooms and find it hard to focus on school and other activities. (Mediawise Network Parent Guide to Video Game Addiction). Findings show that players play MMORPG for at least 10 continuous hours, but the result varies from the age difference of the players. On the other hand, women who play online games has the reason of someone inviting them play or the game was introduced to them by spouse of family members. Each MMORPG has its own game mechanics, for instance Aion, Dragonica, Ragnarok, Rising Force and World of Warcraft . Within this MMORPG there are lots of servers depending on the popularity of the MMORPG. This servers tends to increase with other differences, for instance a certain server can change or alter game mechanics or even change the game economy depending on the likings of the players (Clark, 2006).

THE PROBLEM

Statement of the Problem This study aims to identify the frequently played MMORPG games by the
BSICT – 2 students in USC.

1. What are the different kinds of MMORPG games?

2. What do students consider before playing MMORPG games?

3. How often do students play these MMORPG games?

Significance of the Study
This study will benefit the following: To the gamers that they will be updated to the popular and most frequently played MMORPGs. To the businessmen whose business is internet cafe that they may be informed on what MMORPGs their internet cafe should have. To game developers that they may have an idea on what things they need to improve and what features they should add before releasing a new MMORPG. To game magazine writers that they may have an idea on what MMORPG they should research on or what MMORPG they should discuss on their magazine.

Research Methodology This study uses a Quantitative Style of research for it relies on the frequency and the numerical data given by the respondents. The analysis focuses on the most frequently played MMOPRG by the ICT students. Data was counted by tallying the answers of the respondents and getting the overall results and by a rating system in which the students gets to rate what they consider before playing the game and their preferred MMORPG games.

Research Environment The University of San Carlos – Talamban Campus is the venue of the study. The University of San Carlos – Talamban Campus houses a number of different
Colleges one of which is the College of Arts and Sciences where the department of Computer Science belongs, in which the Bachelor of Science in Information and Communications Technology will be found. This study is conducted within the vicinity of the university.

Research Participants The participants of this study are the second year students who are enrolled in Bachelor of Science in Information and Communications Technology of the Department of Computer Science of the College of Arts and Sciences during the second semester of the School year 2010 – 2011. These students visit internet cafés regularly. One hundred (100) participants were considered, disregarding their gender. Research Instruments The questionnaire is the source of our data for the study in our research instrument. The researchers give out questionnaires to one hundred students enrolled in ICT. This is the researchers’ method of knowing the frequently played MMORPG by ICT students. The collection of data through questionnaires favors us in a way that the distribution, answering and collection process will be easy and the data needed will be acquired with no difficulty.

Research Procedure Gathering of data. This study was conducted by selecting one hundred (100) second year ICT students, regardless of gender, and the respondents are asked to answer the questionnaires that the researchers have given to them. To make sure that the questionnaires are answered accurately and completely, the researchers watched over the participants answer the questionnaires. The respondents were given an option not to write their names for privacy. From the questionnaires gathered, the collected data are tallied and tabulated by the researchers. This was done to know the preferred MMORPG games by the ICT students. Treatment of Data. The data that will be gathered from the participants will be tallied and tabulated to answer the main problem and sub-problems of this study. The collected data will then be graphically presented for frequency, percentages and ranks for better understanding of all data the researchers have gathered.

DEFINITION OF TERMS

The important terms used in this study were defined for better understanding and meaning of these terms:

Avatar a 3D representation of the player in playing MMORPG.
Information and Communications Technology or ICT the academic course of the students who participated in this study.
Massive Multiplayer Online Role Playing Game or MMORPG a genre of games with 3D virtual world where many players are able to interact.
Multi-User Dungeon or Domain or Dimension or MUDs a text-based game from Bulletin Board System.
Virtual World a kind of world created by a computer.

Chapter 2
PRESENTATIONS, ANALYSIS AND
INTERPRETATION OF DATA

This chapter presents, analyzes, and interprets the data that will answer the problems of the study. The data are the answers gathered from the questionnaires that the researchers produced and are handed out to the One Hundred (100) respondents. The respondents are classified by their course, year level and the school being attended. The second year students in Bachelor of Science in Information and Communications Technology in the University of San Carlos are the chosen respondents. The study was conducted within the vicinity of the University of San Carlos, done in classrooms, benches, hallways and in the canteen. The discussion of this study is organized in the following manner: 1.) What are the different kinds of MMORPG; 2.) What do students consider before playing MMORPGs; and How often do students play these MMORPGs. In the presented data, Table 1 presents the frequency of the most preferred MMORPG down to the least preferred MMORPGs. The frequency on the table prepared by the researchers reflects multiple responses from each of the respondents. The frequency on each table varies from 1 as the lowest and 3 or 5 as the highest; it depends on what was needed. The frequency on the rest of the tables, shows what the respondents had chosen, out from the choices prepared by the researchers. For the purpose of making the rating process easier to analyze, the researchers tallied the kinds of MMORPG that the second year students in BSICT prefers to play as shown in the table below.

Table 1

Kinds of MMORPG

MMORPG Rates of the Games
Games 1 2 3 4 5 Total
Aion 44 21 12 7 16 100
Dragonica 12 17 23 17 31 100
Ragnarok 19 20 20 15 26 100
RF 21 21 25 18 15 100
WOW 24 8 17 17 34 100
Legend: 1 is the lowest and 5 is the highest

The data in Table 1 revealed that 34 out of 100 second year students in BSICT prefers to play the MMORPG called World of Warcraft (also known as WOW) than the other four games listed in the table. The other games have tied up in the number of frequency but in different ratings. The least preferred MMORPG game from the table is Aion who got a rate of 1 and with a frequency of 44 out of 100. World of Warcraft is on the top spot because of its graphics and storyline, also the game comes from one of the most epic offline game Warcraft III so mostly those who plays World of Warcraft who seeks sequel of the previous game Warcraft III were attracted to World of Warcraft and want to explore new maps and new challenges offer by the World of Warcraft. Michael Russell wrote that the MMORPG World of Warcraft or WOW (as it is called by its players) is the first modern MMORPG to diverge from the highly demanding path of online games. World of Warcraft swiftly became the most popular MMORPG. After knowing the preferred MMORPG that the students play, the answer will lead us to the second problem of the study. As shown in the table below it shows the different features of an MMORPG and how the respondents rated the features.

Table 2

Features of the Game/s

Game Rates of the Features
Features 1 2 3 Total
Graphics 14 16 70 100
Game play 10 38 52 100
Story 50 21 29 100
Legend: 1 is the lowest and 3 is the highest

Table 2 reveals what students consider the most before playing an MMORPG. The most important game feature that the students take into deep consideration is the Graphics which has a frequency of 70 out of 100; it will be the students ' basis as to how good be the environment of the game. In every MMORPG the first thing that a gamer would notice would probably be its graphics since when a gamer plays, the sense of sight is something that is mostly used. A more realistic environment would appeal to the players. Good game features will separate the MMORPGs from other online games.

As shown in Table 3, most of the BSICT-2 students’ reasons as to why they prefer playing MMORPGs is because of its advance graphics which has a frequency of 52, as presented in the table below. Table 3

Preferences in Games

Preferences Frequency
Advance Graphics 52
Unlimited Players 26
Social Interaction 22
Total 100

Advance Graphics has also been the top choice in table 2 which would make sense. Students play online games that look appealing in the eyes. Advance graphics makes the game more realistic which is why players prefer to play games with advance graphics. An environment which would almost make the students ' fantasy into reality. The advancement of graphics of an MMORPG will determine as to how the game have evolves from the previous games that have been released in the market.

With the answer provided from the table above, this will lead to the next table below which shows as to how many MMORPGs a student play does.

Table 4

Number of Games

Number of Games Frequency
1 – 3 52
4 – 6 28
7 & above 20
Total 100

As shown in Table 4 above, students play at most 3 MMORPGs at the same time. A clear result that the previous tables has provided. The students ' primary reason is that they don 't want their time to be divided on so many games which, in turn, results to slow progress of their characters. Students are encouraged to play more than 1 MMORPG because as what the previous tables have provided, students choose to play MMORPGs with advance graphics in which is not found in the previous games that has been released. Though the students may be playing lots of MMORPGs at the same time but the real question is what or who does encourages this kind of attitude towards the games?

Table 5

Reasons

Reasons Frequency
Peer Pressure 11
Leisure 54
Online Interaction 35
Total 100

As show in Table 4, most students play more than 1 MMORPG because of the fun it brings and the satisfaction that the players acquire. Most of the gamers has their own reason for playing. In this table, the data reveals that students in BSICT - 2 play MMORPG because of leisure. Although, the kind of satisfaction that the students get from playing these MMORPG varies, students continue to play these games as long as they still enjoy the game. Some of the students have lots of free time and so, they divert their time in playing MMORPG. This would be the driving factor of their motivation to continue to play many MMORPGs.

This table will show where the BSICT-2 student usually plays MMORPGs.

Table 6

Place

Place Frequency
House 20
Internet Cafe 28
Both House & Internet Cafe 52
Total 100

The result of the tallied data shows that the BSICT-2 students play MMORPGs both on their house and on the internet cafe. Whenever students have free time whether they are on their house or at school they will find a way to play MMORPG. Computers nowadays have been a need for students with regards to their studies but alongside with this need, a want goes along with this need. Students want to play MMORPGs to relieve them from the stress on their studies and to temporarily escape the problems in the real world.

The table below shows as to when do the BSICT-2 students play MMORPG.

Table 7

Days

Days Frequency
Weekdays 10
Weekends 23
If I feel like to play 67
Total 100

As what was explained in table 5 students play MMORPG during their free time, this explains that if they feel like to play, then they play. In this table, the result reveals that “If I feel like to play” tops the choices of the second-year students in BSICT-2 with regards to their day of playing MMORPG. With the internet cafes present outside the school campus and computers waiting at home, the urge of the students play MMORPGs intensifies because of the instruments that they can use.

This table will reveal the length of hours a student in BSICT-2 spends in playing MMORPGs.

Table 8

Hours

Hours Frequency
1 – 4 30
5 – 8 14 until I get bored 56
Total 100

Data shows that second year students in BSICT play an MMORPG until boredom overcomes the desire of the students to play, followed by 1-4 hours by some respondents and then 5-8 hours for the slight addicted respondents. Most of the respondents are game addicts so that 's why they play MMORPGs until they get bored. MMORPGs are fun to play with but it becomes boring if the routine you do in the game will be keep on repeating as you play the game.

The table below shows the approximate amount a student in BSICT-2 spends in playing MMORPGs.

Table 9

Expenses

Expenses Frequency
P10 – 100 51
P101 – 1000 33
None 16
Total 100

The data reveals that most second-year students in BSICT spend at most a hundred in playing MMORPGs. The data reflects the expenses of the respondents when they play MMORPG in internet cafes. Not only does the expenses of the students is about the internet cafes but some MMORPGs are pay-to-play or P2P ( as what the players call it ) which will explain the high expenses of the students in playing MMORPG.

The table shows as to how long does a student in BSICT-2 plays a certain MMORPG.

Table 10

Period

Period Frequency
1 – 6 months 40
7 – 12 months 30
1 year 30
Total 100

The data shows that “6 months” or approximately 6 months is the length of time a student in BSICT-2 will play a certain MMORPG. Players get bored because some in game variables becomes predictable and also in a long run they will get tired of doing the same thing over and over again in game. And also if the students have already been a top achiever in the game then this would make him to quit the MMORPG a student is currently playing and will look for an MMORPG that is more challenging and new in the market.
Chapter 3
SUMMARY OF FINDINGS, CONCLUSIONS AND
RECOMMENDATIONS

SUMMARY OF FINDINGS

The researchers’ purpose in conducting the study was to investigate on the frequently played MMORPGs of the students in Bachelor of Science in Information and Communications Technology. The study was conducted in University of San Carlos which is located in Nasipit, Talamban, Cebu City 6000. There were One Hundred (100) respondents who participated in this study. The respondents of the study were the second year (both male and female) students of the Bachelor of Science in Information and Communications Technology, second semester of the Academic Year 2010 – 2011. The data that the researchers gathered reveals that out of the 100 respondents in this study, 34% of the students frequently plays the MMORPG called World of Warcraft or WOW. The most important game feature that the students take into deep consideration is the Graphics of the game which got a frequency of 70%. Most students plays at most 3 MMORPGs at the same time which has a frequency of 52%. The students ' reason for playing MMORPGs is because of “leisure” with 54%. According to students, they play MMORPGs both at home and on internet cafes with a frequency of 52%. Meanwhile, 56% of the students play MMORPGs until boredom overcomes their desire to play. 40% of the students will last in playing MMORPGs for at most 6 months.
CONCLUSIONS

Based on the findings of the selected participants, these conclusions can be made:

1. The MMORPG that BSICT – 2 students frequently play is the game called World of Warcraft or WOW (as what the players usually call it). The researchers used the following MMORPG on their research: Aion Online, Dragonica Online, Ragnarok Online, RF Online, and WOW Online. These games are used due to its latest release.

2. The second year students in Bachelor of Science in Information and Communications Technology gives “advance graphics” a deep consideration before playing a certain MMORPG.

3. The reason of the BSICT – 2 students as to why they play MMORPGs is because of leisure.

4. The students in Bachelor of Science in Information and Communications Technology who is second year in level plays MMORPG games until they get bored.

RECOMMENDATIONS

Based on the experience in conducting the study and the findings of the study, the following actions are recommended:

1.) We recommend that the future researchers on this topic may conduct a deeper study on the frequently played MMORPG to another group of students with different courses.

2.) We recommend that the gamers should be able to manage their time as to what they do during their free time, may it be gaming or studying.

BIBLIOGRAPHY

Antonas, Steffan. “Gaming in Cyberspace: How Interactive Entertainment is Changing Communication & Identity on the Net.” 29 April 2004. .

Tyrer, Richard. “Addiction and Massively Multiplayer Online Role-Playing Games (MMORPGs): An in-Depth Study of Key Aspects.” March 2008. .

Yee, Nicholas. “The Five Motivations.” March 2002.

Boyns, David. “MMORPG worlds: On the Construction of Social Reality in World of Warcraft”. 2009 Peter Lang Publishing, Inc., New York. http://books.google.com.ph/books?id=lhW83dkFT7sC&pg=PA67&dq=mmorpg&hl=en&ei=8qFoTfCPConCcfOjvI4M&sa=X&oi=book_result&ct=result&resnum=6&ved=0CEkQ6AEwBQ#v=onepage&q=mmorpg&f=false APPENDICES

A. TRANSMITTAL LETTER

Greetings! We are second year Bachelor of Science in Information and Communications Technology students from the University of San Carlos. As a requirement in our English 23 subject, we must come up with a research paper. Our study is on the “Frequently Played Online MMORPG Games of the Second Year Students in Information and Communications Technology in the University of San Carlos”. It would be a big help to us if you answer this questionnaire with great sincerity and honesty. Rest assured that any information you provide will be kept confidential. Thank you very much.

Respectfully yours,

Balo, Jerome
Gabisan, James Michael
Mayol, Christian Phillip
Obida, Wilfredo
Sarmiento, Neil Bryan

B. QUESTIONNAIRE

Name (optional):_______________________________________
Course and Year:____________ Sex (M/F):_______ Age:_______

1. Which game do you prefer? Rate from 1 – 5 (1= lowest and 5=highest)
Aion _____
Dragonica _____
Ragnarok _____
Rising Force (RF) _____
World of Warcraft (WOW) _____
2. What 's the first thing you consider before playing MMORPG? Rate from 1 – 3 (1=lowest and 3=highest)

Graphics _____
Game play _____
Story _____
3. Why do you prefer MMORPG?
a. advance graphics b. unlimited players c. social interaction
4. How many MMORPG do you play?
a. 1-3 b. 4-6 c. 7 and above

5. Why do you play MMORPG?
a. peer pressure b. leisure c. online interaction with other players
6. Where do you usually play?
a. house b. internet cafe c. both a & b

7. When do you usually play?
a. weekdays b. weekends c. If i feel like to play
8. How many hours do you usually play?
a. 1-4 hours b. 5-8 c. until I get bored
9. How much do you spend in playing these games?
a. P10-100 b. 101-1000 c. none
10. How long do you play a certain MMORPG?
a. 1-6 months b. 7-12 months c. 1 year

CURRICULUM VITAE

Personal Data
Name : Jerome R. Balo
Address : Sandayong Upper Lipata, Minglanilla Cebu
Contact Numbers : 09159104401
Date of Birth : February 2, 1992
Civil Status : Single
Name of Father : Jever R. Balo
Name of Mother : Modesta R. Balo

Educational Background Tertiary: University of San Carlos - Talamban Campus Secondary: Asian College of Technology

Involvement in Team Research
Groups’ researcher and encoder

CURRICULUM VITAE

Personal Data
Name : James Michael B. Gabisan
Address : Brgy. Bacayan, Cebu City
Contact Numbers : 09336113294
Date of Birth : January 26, 1991
Civil Status : Single
Name of Father : Rodrigo F. Gabisan
Name of Mother : Alejandra B. Gabisan

Educational Background Tertiary: University of San Carlos - Talamban Campus Secondary: San Isidro Parish School

Involvement in Team Research
Groups’ researcher, encoder and editor

CURRICULUM VITAE

Personal Data
Name : Christian Phillip G. Mayol
Address : LTFI Enamel-ware Division Maguikay, Mandaue City
Contact Numbers : 09339366106
Date of Birth : April 13, 1992
Civil Status : Single
Name of Father : Teresita Mayol
Name of Mother : Wilfredo Mayol

Educational Background Tertiary: University of San Carlos - Talamban Campus Secondary: Saint Louis School of Mandaue

Involvement in Team Research
Groups’ researcher and encoder

CURRICULUM VITAE

Personal Data
Name : Wilfredo N. Obida Jr.
Address : 395 a del Rosario street Tipolo, Mandaue City
Contact Numbers : 09277353649
Date of Birth : February 21, 1992
Civil Status : Single
Name of Father : Wilfredo Obida
Name of Mother : Rosenda Obida

Educational Background Tertiary: University of San Carlos - Talamban Campus Secondary: Saint Louis School of Mandaue

Involvement in Team Research
Groups’ researcher and encoder

CURRICULUM VITAE

Personal Data
Name : Neil Bryan T. Sarmiento
Address : Brgy. Bacayan, Cebu City
Contact Numbers : 09238319541
Date of Birth : November 13, 1991
Civil Status : Single
Name of Father : Christopher L. Sarmiento
Name of Mother : Sisinia T. Sarmiento

Educational Background Tertiary: University of San Carlos - Talamban Campus Secondary: Maria Montessori International School

Involvement in Team Research
Groups’ researcher and encoder

Bibliography: Boyns, David. “MMORPG worlds: On the Construction of Social Reality in World of Warcraft”. 2009 Peter Lang Publishing, Inc., New York. Date of Birth : February 2, 1992 Civil Status : Single Date of Birth : January 26, 1991 Civil Status : Single

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    A life changing experience, there were many times that occurred, but only on truly fits the bill. “World of Warcraft” an online multi-massive-online roleplaying video game changed my life. I was at the point where it actually took over my life and decided what I would do every day. Nothing has had a greater effect on me like World of Warcraft.…

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    With the creation of an online world comes the creation of new problems. The great network system known as the Internet has allowed for huge advances in the world, while creating very serious issues as well. Perhaps one of the most common of these negative issues is Internet Addiction Disorder, or IAD. Doctors Aviv Weinstein and Michel Lejoyeux define Internet addiction as being “characterized by excessive or poorly controlled preoccupations, urges or behaviors regarding Internet use that lead to impairment or distress (Weinstein & Lejoyeux, 2010).” One of the reasons this disorder is so prevalent, is the fact that it encompasses a large number of online activities which can lead to it. For example, one of the most common causes of this disorder is pornography addiction. This can often lead to other problems, such as negative marital relationships or sexual addiction. Other addictions caused by or related to IAD include gambling addiction, gaming addiction, online relationships, overuse of social networking, and others. Currently, Internet addiction is not a medically recognized disorder, so diagnosis can often be difficult. This is because it is often unknown whether Internet addiction is being caused by something else. Many medical professionals believe that Internet addiction should be considered a bonafide disorder, but arguments over causality have prevented it from being recognized as a stand-alone condition (Weinstein & Lejoyeux, 2010). Regardless of the way it is perceived, Internet addiction has obvious negative effects on the people experiencing it, but treatment is possible.…

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    MMOs and effects

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    The major benefit to playing mmo's is that players of these games often valued friendships to a higher level than other gamers and most importantly were able to communicate and socialize with other gamers that were of other ethnicity or religions as them. This also translated to being able to socialize with members different races and ethnicity outside of games better than other gamers.…

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    Research paper

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    Yee, Nick. "The Psychology of MMORPGs." The Daedalus Gateway. Nick Yee, 4 July 2004. Web. 10 Dec. 2013.…

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    The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead, they spend their free time in their homes, internet cafés or computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online gaming has such a profound impact on not only the young, but dynamically every age group as well. So far, virtually anyone is able to go on a computer and punch through the keys and mouse in order to get a high score, chat with players, get the rarest items, and level up as fast as possible. Yes, there seems to be no restriction as to whom, how or what…

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    THE EFFECTS OF ONLINE GAMING TO THE STUDENTS’ ACADEMIC PERFORMANCE AT AMA COMPUTER COLLEGE – PARAÑAQUE…

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    Computer Game Addiction

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    Game addiction really started turning into a problem with the advent of Massively Multiplayer Online Role- Playing Games, or MMORPGs. While regular games would keep you entertained until you beat it, MMORPGs have no ending, so there really is no reason to stop playing. MMORPGs immerse the player in the world and since there is no way to beat the game, the goal is character progression. Leveling up your character and obtaining better and better armor and weapons is usually the norm in most MMORPGs.…

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    effects of online games

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    “Effects of Online gaming to the 2nd year IT College students of lyceum of Alabang”…

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