Tuesday, April 17, 2012

Check in for project

Salutations readers,
                For the most part, I have spent the majority of my time conducting research on the topic of game addiction. I have learned what qualifies as an addiction and how people can be cured from it. I also know the seriousness of some of these addictions and what brings people into playing a Video game. One type of video game that interested me the most was the concept of an MMORPG (massively multi-player online role playing game). This type on games includes the most addicted players that will risk their own health to continue and play.
                An MMORPG is a game that allows the player to create and avatar (sometimes known to be called their second-self) to roam the wonderful world in the game. These avatars vary in appearance and roles that they play in the game and there are usually infinites of options such as clothing or abilities that make it so every avatar can be different. Once a person creates the avatar that they like, they can enter the game world and enjoy countless amounts of hours playing to get their avatar to a higher status. To grow on the internet is not that much different from how we grow in reality, the more a person spends doing a certain activity they gain experience and can perform the same act better than before. This system is built on the EXP (experience) and status or stronger abilities are all dependent on EXP. Now so far there isn’t much difference from reality and this game world except for the fact that a person who once gains this experience will never lose it. This is one reason why people continue to play games. No matter how many time a person dies in the game or messes up in an activity, they will never lose the EXP they worked so hard to get. Unlike the real world where a fatal mistake like bribery can lose you your job, the game world will never set you back.
                A huge question that is still buzzing in my mind is how did these types of games become so popular? Was just advertising that was successful or was spread by word. Was it just the fact that humans were looking for new ways to entertain themselves and this was the solution? My project has not really changed from the beginning except for the fact that I have dug deep into the historical aspect. I have not looked much at modern issues we have with game addiction and how they have differed. I know that in 2006-2009 there have been multiple stories of death because of the lack of ability to pry away from the monitor or screen.
                So far I still plan on continuing my research and I am still looking for contacts on possible interviews. I would like to also finish reading this book about the start of MMORPG’s and then look into therapeutically research on addiction.
                Sincerely,
                MHB

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