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Game Over? PDF Print E-mail
on 28-03-2008 14:25

Published in : , People


ImageBy Chris McMorrow

 

According to reports, the American Medical Association (AMA) is about to acknowledge internet/video game addiction as a formal disorder. Sound like overkill? Not according to the people watching loved ones forsake food, showers, school and work to spend twelve or more hours at a stretch with an MMRPOG*. These games take place in a persistent fantasy world with players from all over the planet using their avatars to slay monsters, discover new landscapes and execute various quests. The newest version of the popular World of Warcraft is proving the most addictive of all.

 

Predecessors Diablo and Everquest were similarly dubbed 'heroinware' in their time, but the current incarnation of World of Warcraft distinguishes itself with its capacity to attract consumers beyond the pizza-faced, pre-teen demographic. The most substantial segment of the video game industry will always cater to hard-core gamers, but what's becoming clear is this specific world of virtual assault appeals to almost every demographic. Since World of Warcraft was launched in 2004, over ten million people have signed up at $15 a month - a figure that leaves creators Blizzard Entertainment earning Facebook's annual revenue every thirty days.

 

So what makes ganking*, grinding* and creep-jacking* so addictive? For one, members create their own online identity according to desired talents, skills and appearances. Who can blame someone who works in a cubicle eight hours a day for wanting to make himself over as a heroically-ripped warrior?

 

Equally significant is the direct link between progress and time investment. "Dungeon raids can take up to four hours and sometimes require players to complete quests before they're even allowed to enter. Raiders tend to attack with their guild and need to meet up to raid during certain times so everyone can participate," explains one self-professed Warcraft addict. "You need to play more and more to achieve and maintain your power, reputation and status with everyone."

 

It is this social aspect of the game that keeps players emotionally tied to their online community? And there is always more to do - the game is continuously updated with new features that keep players coming back for more. Characters never die, they simply develop. With invincibility there is no grieving, only revenge.

 

If the AMA has its way, will Americans be able to claim disability due to extreme gaming addiction? Game lovers claim the hype is simply one more way to blame the media for society's ills - be it music, television, movies, comics or computer games - if it's fun, someone in the U.S will demonize it. Maybe this is a good thing after all. Now you have a legit excuse to call into work and stay home ganking all day.

 
GLOSSARY

MMORPG – Massive Multiplayer Online Role Playing Game

Grinding – Staying in the same area fighting the same types of monsters for a long amount of time.

Gank – Player vs. Player: To attack another player while they're trying to fight a monster.

Creep Jacking – Players attacking other players while they are already engaged in combat with neutral monsters

Guild – in-game organizations that perform raids together against enemy territorie

 

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