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Posts with tag addiction

World of Warcraft
Gaming's best kept secret: World of Warcraft

Filed under: World of Warcraft, Culture, Events, real-world, Game mechanics, Academic, Education


Like a child taking his first step, a non-gamer encountering his first MMO is something to be cherished. Two wolves, one cow, and one top-heavy avatar later, Patrick Howe's first foray into "so-called" massively multiplayer games already has him wondering about addiction. Why, usually it takes at least four or five wolves before the average MMO gamer starts checking for the aggro radii of farmyard animals. (Patrick, when you want to know how best to take care of those pesky snow rabbits, we here at Massively.com can point you in the right direction). It's no easy thing to tip a virtual cow and realize you are suddenly standing on the lip of an abyss that contains games that can thrill you, addict you, train soldiers and fight cancer.

Did you know that "there are games that require teams of people -- real people, from all over the world -- to work together to solve problems (although those problems often involve killing monsters)?" It's true! Perhaps one of the things that most surprises Patrick is that there are any benefits to playing MMOs. It's hardly surprising, considering the backdrop for his wolf-slaying excursion was an all-day conference on video game compulsion held at Cuesta College last May. It's easy to throw around that word, compulsion. Some people feel compelled to play. Do MMOs, by requiring long periods of play to build up a character and become part of a raiding guild and take part in raids, to have people depend on you, create compulsion in people otherwise compulsion-free? Or is this just the hysteria that accompanies any new leisure time activity, like music, movies, television or football?

From the outside, non-gamers see us as addicted troglodytes, sitting in silence as we puppet over-stylized characters into ritual murder games. From the inside, we see it as a fun time with friends. But we all know people who really are a little "too" into their game, and need to take a step or two back, before they find themselves seized by eager psychologists hot to warn the unaware public of the latest danger to their poor children's fragile psyches.

Gamers are not social misfits after all!

Filed under: Culture, Academic, Education

It's been what, three hours since we've heard the last research study on gaming addiction? It almost seems like we could feed every starving child in the world with this research money given to these studies, but with the ever-growing popularity of online gaming, the concern is certainly no surprise.

In a shocking change of pace though, a recent study conducted by Australia's Victoria University psychology Honours graduate Dan Loton shows that gamers are in fact not social rejects. Out of 621 gamers -- mostly male, mostly Australian -- only 93 could be described as "problem gamers". This is defined as people who spend more than 50 hours a week playing online games. Curiously enough, Loton added, "We found that those who played Massively Multiplayer Online Role Playing Games, such as World of Warcraft, were more likely to exhibit problematic game play." Aww, and we were so close, too.

Player vs. Everything: Why won't you just take a break?

Filed under: Culture, Game mechanics, Academic, Player vs. Everything

Everyone plays MMOGs at different speeds. Some people spend just a few hours a week playing, and some of us spend altogether far too much time on these games. I submit, for evidence, that 4-hour raids three nights per week is considered a "light raiding schedule" by most raiding standards. That's almost a part-time job, when you count the time you spend farming for mats and doing random other runs on top of that! Still, it doesn't matter how much time you actually spend playing -- anyone can get pretty wrapped up in their favorite game. Even a "casual" player can get to the point where they're just playing because it's what they do, instead of playing because they're having fun.

Whether you play for 5 hours each week or 50 hours each week, sometimes it's good to step back, take a breather, and get off the game for a while. Right? It seems so simple, so obvious. "Yes, of course it's good to take a break," you say, nodding along with me. "Just as soon as I get my Tier 9 Sword, Epic Firetruck, and Gleeful Gnome Pet, I'll do that. Though, I should really wait until my Tier 10 Sword and Mega-Epic Firetruck... and then help my guildies get theirs." Meanwhile, there's that nagging feeling in the back of your mind: Is this actually fun?

Continue reading Player vs. Everything: Why won't you just take a break?

The Daily Grind: Are you addicted to your MMO?

Filed under: Real life, Opinion, Massively meta, The Daily Grind

Sure, it's fun to say that you're addicted to your favorite MMO, but for some people, it might actually be true. If you can't stop thinking of playing during those rare moments when you're away from the computer; if you miss work or school because of play; if your friends and family express concern over your pastime, you might want to consider if it's time to take a step back. In fact, here's a handy guide to overcoming MMO addiction.

But as serious as actual addiction is, only you can decide for yourself if you've crossed the line. And it can be somewhat tricky to make that distinction. What do you think, are you perilously close to being addicted to your favorite MMO, or can you quit whenever you want?

MSNBC readers rate World of Warcraft as most addicting game

Filed under: Culture, News items, Opinion, Academic


Kristen Kalning, the games editor of MSNBC, asked her readers, "What game hooked you and why?" After the flood of e-mails finished cascading through her inbox and she tallied the votes in each one, it wasn't surprising that World of Warcraft came up as the leader.

While she does say that other games like City of Heroes, and other non MMO games like Halo 3, Call of Duty 4, and even Guitar Hero came up, her article took the time to mostly focus on the addicting properties of WoW. Readers added their own tales of addiction and the addiction of others, and Kalning relates some of the most woe-worthy stories she received in her inbox.

However, the article isn't all doom and gloom. One reader took the time to talk about how Guild Wars helped her with her shyness while another reader explained the proud feeling his Halo 3 accomplishments give him. It's always nice to see that games aren't harming the social habits of every gamer who picks up a controller or keyboard and mouse.

If you're fascinated by addiction, or just looking for a story to scare your WoW addicted spouse, be sure to drop by and check out her article, as well as the original. If it's the addicted spouse, however, may we interest you in a detox clinic?

Are you an MMO fanboi?

Filed under: Opinion, Humor

We all love massively multiplayer games. Otherwise we wouldn't be here reading this right now. But when does your love for a certain game become an unhealthy obsession? We're not talking about addiction, but we're talking about defending your favorite game regardless of the problems the game may have or what the game's developers might do to completely change the difficulty level.

There can be a fanboi (an interestingly unisex term) for every context, but for the sake of this article, we're going to focus on the fanboi as it pertains to MMO gaming. It's safe to say that most of us can consider ourselves fanbois in one form or another. The question is, do you realize the severity of your fanboi-itis? Are you in fanboi denial? How many times can I say fanboi in one paragraph?

Continue reading Are you an MMO fanboi?

Virtual Worlds Help In Addiction Therapy

Filed under: Real life, Academic, Virtual worlds


Virtual worlds are all too often spoken of as something you're in danger of becoming addicted to. We've all heard the stories of inertia, bloat, pallor and unemptied cat trays. But Professor Patrick Bordnick, associate of the University of Houston, is using VR to help treat addictions in the course of therapy.

As Professor Bordnick points out, imagination alone isn't a particularly powerful tool to recreate the situations in which a recovering addict learns to say 'no': 'As a therapist, I can tell you to pretend my office is a bar, and I can ask you to close your eyes and imagine the environment, but you'll know that it's not real'.

Rather than ask the patient to visualise a bar stocked with alcohol or a party where cigarettes are on offer, Bordnick uses a VR helmet along with other components such as olfactory stimulation and actor participation to create a highly plausible and immersive environment. Although the patient consciously knows he is taking part in a VR simulation, the immersion has proven sufficient to build intense cravings, just as if the focus of the addiction had really been present.

By supplying an enviroment that is realistic enough to stimulate cravings but remains controlled and safe, Bordnick can gradually train patients in the use of coping skills. As those skills will have been developed in the face of a close analogue of the real thing, the patient is much better equipped to contend with the challenge of the real-world situation.

What makes games addictive?

Filed under: Culture, MMO industry, Opinion, Academic

(Hint: It's not the taste!) Video game addiction is a topic that tends to occupy the attention of the mainstream media any time there's a slow news day, and even sometimes (like yesterday, for instance) when it's not. Videogames; how they're making junkies of your kids, news at 11! It's an issue that we here at Massively are quite sensitive to, and we've written about it it again and again and again.

So imagine our delight when MSNBC, being the paragons of gaming wisdom that they are, took a crack at the subject, trying to to discern what combination of elven temptresses and subliminal messages will get people hooked on games, and MMOs in particular. Their answer, not surprisingly, is that MMOs offer an extremely gratifying system of toil and reward that keep players coming back for that next achievement. And when people are bereft of strong social ties in their work-a-day lives, they're susceptible to becoming addicted. Excuse us if we don't recoil in shock and surprise.

Anti-Aliased: What are we doing?

Filed under: Culture, Opinion, Roleplaying, Humor, Anti-Aliased


Click. 1, 1, 1, 1, 1, 1, 2, 5, 1, 1, 1, 1, 1, 5, 1, 1, 3, 4, 1. /cheer

Sitting next to my friend in his room littered with Diet Mountain Dew cans, reports past due, and his girlfriend passed out on the bed, I slowly came to a very scary realization. Some of our best loved MMOs can be boiled down to not just pressing different buttons, but pressing the same button repeatedly.

What really drove this home was me and a bunch of his friends were in the other room adjacent to his room, yet he was neglecting to join our roleplaying session and hang out. He'd rather sit in his small, cluttered room and farm a raid he's done at least 20 times, somehow finding enjoyment from pressing the button "1" repeatedly.

So... what are we doing? Are we drinking the proverbial Windex because someone said it was a good idea?

Continue reading Anti-Aliased: What are we doing?

World of Warcraft
Tanya Byron addresses addiction, walks a fine line on TV

Filed under: World of Warcraft, Fantasy, Culture, News items, Opinion

Some members of the gaming community were offended by the content of a BBC TV special written by psychologist Tanya Byron. The special spent a fair amount of time addressing the issue of game addiction. Among other things, it suggested that World of Warcraft addicts have some things in common with heroin or cocaine junkies, and even called WoW "a childish fantasy game."

Gaming addiction is a real problem that needs to be addressed, but it's difficult not to cringe when comparisons like that are made in a society still rampant with misconceptions and prejudices about the medium. That said, don't start demonizing Tanya Byron just yet.

Continue reading Tanya Byron addresses addiction, walks a fine line on TV

Doctor clarifies MMO addiction study

Filed under: Fantasy, Real life, Asheron's Call, Culture, Academic, Education

We've all heard the warnings before: If you keep playing those MMOs, you'll become addicted, or WoW players live in their parents' basement, never to see the light of day, or you'll shoot your eye out, or you'll grow hair on your palms. Many people proclaim to know what's best for everyone else, but recently a study by Dr. John Carlton of England's University of Bolton declared a similarity between MMO players (playing Asheron's Call) and traits common among people with Asperger's syndrome. In many media interpretations of this research, Dr Carlton's true findings were misconstrued.

So in a recent article at GameSpot, Dr. Carlton set the record straight. He explained that there are different levels of gaming "interest". There's a fine line though between the highly engaged and the addicted gamer. He goes on to clarify certain issues that were overlooked in previous news stories on this topic, including the fact that of the 391 people tested for this study, none were actually classified as having Asperger's syndrome. It seems the bottom line in his clarification is that more research would be needed to specifically say one way or another if MMOs actually cause addiction.

World of Warcraft
WoW blamed for bad parenting

Filed under: World of Warcraft, Opinion

Here's a recent news item from the Contra Costa Times, about a kid who played way too much World of Warcraft: "[World of Warcraft had become] the one place he was joining the world. Bringing him back to the real world took months of therapy, a wilderness camp and boarding school." Months of therapy, a wilderness camp and boarding school -- could the cure be worse than the disease? The article describes him as a "tween" -- between the ages of ten and twelve. So let's break it down. A middle schooler was allowed by his parents to spend as much unsupervised time playing World of Warcraft as he liked, such that it was the only thing he did. A game the parents would have had to pay with their credit card each month, along with the initial cost of the game. The parents didn't notice their son had become withdrawn for such a long time that months of therapy, a wilderness camp and boarding school became the only options. Who was really to blame?

Blizzard knows that their game is addictive; they've even gone so far as to create parental controls for the game. Parenting support groups urge children to be restricted to just a couple of hours a week on the game. Given there is so much concern about children playing computer games of any sort to excess... how is it Blizzard takes the blame? Before World of Warcraft, it was EverQuest. Before EverQuest, it was Dungeons & Dragons. It can be hard for parents to keep tabs on their children; their natural desire is to give their children space to mature and learn how to take care of things on their own. But any sort of parents should be able to tell when a game, or depression, a fight with a friend or any of the thousand things that get too serious has gone beyond what a child can handle. Waiting until a problem has become so severe that boarding school and months of therapy are the only solutions are not Blizzard's fault. It's the parent's.

Should MMO developers try not to get us hooked?

Filed under: Culture, Game mechanics, Opinion

There have been debates and discussions since the days of EverQuest (or EverCrack) about the addictive nature of MMOs. Here at Massively we've repeatedly discussed the nature of addiction. Whether it's commentary from Dr. Phil, gender-based addiction studies, China's schizophrenic attitude towards online games, crazy gaming spouses, or out-and-out comparisons between MMOs and drugs ... we've talked about it.

Whether MMO addiction is all perception or has some basis in reality, it's a topic of discussion that just won't die. I think this stems, at its base, from some basic components of MMO game design. Massive games are designed, simply by their very nature, to be played for long periods of time. The speed of going from 20-60 in World of Warcraft may have been increased, but it still takes a fantastically long time. Compare 'beating' WoW by hitting 70 with finishing the story in a game like BioShock or Half-Life 2. What many argue is the best game of last year, Portal, takes about as long to complete as some guilds use just to get organized for one raid.

Should designers try to make these long play sessions unappealing? Cameron Sorden over at Random Battle wonders aloud about this, and I'm forced to wonder along with him. Read on for my thoughts.

Continue reading Should MMO developers try not to get us hooked?

As the Worlds Turn: Get your fix

Filed under: Events, real-world, MMO industry, Opinion, Politics, As the Worlds Turn

www.massively.com/category/as-the-worlds-turn/
My therapist keeps telling me video games are addicting. She says they provide brain stimulation very similar to narcotics or a very productive afternoon of watching the home shopping network. They will grab hold of your very soul and whisper vile thoughts straight to your subconscious telling you things like 'Forget the garbage, it can take itself out' or 'Shower? Who needs a shower?'

I'm just kidding. I don't have a therapist.

I do wonder, however, about this draw, this interest that turns to desire. With so many games out there, presenting different worlds, different rules, different ways to play, what is it that grabs hold of players and, for some, doesn't let go? One thing is certain: it grabs hold of both male and female gamers. The big question we hear often today is "Are video games addicting?" We're probably not going to definitively answer this question but we'll have fun laughing at doctors and crazy politicians along the way!

Continue reading As the Worlds Turn: Get your fix

China cracks down on MMOs, claiming they're "spiritual opium"

Filed under: Events, real-world, MMO industry, News items


In a curious bit of international news, Reuters is reporting that China has issued a crackdown aimed at diminishing what the communist government believes to be the undesirable side effects of online games' explosive growth in popularity on the mainland. Most of the online gaming that takes place within China happens in popular "net bars," which are packed to the gills with PCs. The government watches over the proprietors of these net bars with a close eye, making sure they enforce recent laws passed that both ban children from playing altogether, and restrict the number of hours adult players can stay in one net bar.

The establishments on which the government brought down their hammer were operated illegally and didn't abide by the gameplay restrictions mandated by the government. In one southern border city alone, officials shut down over 500 illegal gaming cafes. They cited one case where there was as many as 30 computers packed into a 40 square meter room. If you're more an english standard kind of person, that would be a room about 16 feet by 26 feet. You have to hope they had a good air conditioning unit!

What I found interesting was one official's comment that, "Although China's online gaming industry had been hot in recent years, online games are regarded by many as a sort of spiritual opium and the whole industry is marginalized by mainstream society." While their description of these net cafes does conjure up an image not entirely unlike that of an opium den, you have to wonder whether they see the real problem underlying China's addiction to MMOs. If players are so desperate to escape the hopelessness of their everyday lives that they'll literally sit and play a game at a computer until they die, shouldn't it be the conditions they live in that are changed, and not their opiate of choice, whether real or in a fantasy?

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