ADDICTIVE WEB 2.0 FEATURES: LOSING CONTACT FROM PHYSICAL WORLD
INTRODUCTION
There are games out there that kids and adults play online that would fit right into the Communities and Web 2.0 stream; now these games can be used for entertainment type use but when kids and adults start to repetitively play these games on daily basis it starts to grow from being a fun activity to an addictive activity. Games like “Massive Multiplayer Online Roleplaying Games” (MMORPG) can take valuable time and life away from these gamers who eventually stop seeing the real side of the physical world. It’s not the actual game that becomes addictive it’s the tools that are provided within the games platform that keeps you attached but as technology is getting better people are tending to use the online tools provided rather then using their given skills in a real life environment.
COMMUNITY OF AVATARS
MMORPG’s use a certain level of Web 2.0 technology, which consists of “Social Networking” and “Source ideas or work from the crowd”(Anderson, 2007). MMORPG’s allow users to interact with many other users internationally using many tools within the games platform. MMORPG’s let you create characters called avatars which are a reflection of oneself but inside a virtual world, These avatars can mingle with each other just like we do in our physical world but through an online platform the community is much bigger is size.
GENDER SWAPPING
In real life you are born a girl or a boy there is no choice in this direction but using a platform found inside most MMORPG’s you get to customise your character to be whatever gender you wish. This is a big part to why people play as each race has their strengths and weaknesses and people choose to be male or female now this gender idea doesn’t mean you have to match yourself in real life. A lot of people gender swap online for a lot of reasons including attention or the complete opposite. Perhaps the most dramatic example of how people exercise this control is the case of online gender switching as (Roberts & Parks (2001) describe. Based upon their view the reason why people gender swap is that it is a form of power and control which you would not have otherwise offline.
ESCAPE THE TROUBLESOME LIFE
MMORPG’s give all their gamers a level of power in terms of controlling their game life versus their physical life. Most people who play these types of games like to find a comfortable spot to escape from the real world which would normally include your work life, personal life and debt which many experience. A game that allows you to enter a world without trouble, stress or debt gives many users what they call a place to relax inside and once you are inside the game you are your own boss and have full control over your character and what tasks get completed. Factor Analysis Framework for MMO Play Motivations and the one that backups this up is the term “Escapism” relax, escape from real life, avoiding real life problems as described by (Yee, 2008).
CONNECTED COMMUNTIES
Web 2.0 Communities is all about how a platform built upon this technology is streamlined throughout the virtual worlds connecting with each other, sharing information with like-minded souls. MMORPG’s have many servers inside the Internet cloud connecting to many other computers worldwide for the gaming community so choosing a server to socialize and share information with each other over a Web 2.0 system with a huge community. A game world that is filled with land, trees, water and other life-like objects just like our real world gives a user a second world to escape in.
“This virtual living place that is, Internet created space is another medium of human life, giving rise to a new type of community” (Whang & Chang, 2004). They also said which relates to this topic directly is that “The Internet has now become the social medium through which individuals with unique identities can express themselves. In these virtual “living” places people are able to express their values and lifestyles as they might do in the physical real world as described by (Whang & Chang, 2004).
WEB 2.0 RELATIONSHIPS
Information can be streamlined throughout the server when information is needed, so the interaction point of view with this platform is fantastic, a great feature of what Web 2.0 brings you. This also means as a community everyone helps each other and creates an opportunity for friendship, relationship or many other things. They engage via their characters in various social interactions from trading or fighting to entertaining other characters as virtual bards. Additionally, the large majority of players are members of several social units or institutions like guilds or “households” (characters sharing a commonly owned property) and even get married in the game (Kolo & Baur, 2004).
POWERFUL FEATURES IN WEB 2.0 PLATFORMS
MMORPG’s allow characters to learn new skills there is a macro tool bar that is also attached to the interface which gives the game player quick access to skills they learn. When in combat the gamer will have quick response times in regards to skill related attack moves on an enemy, this toolbar can also hold foods items, drinks item, health items, mana items and many other regularly used items.
Players can roam around in your 3D virtual worlds, the 3D worlds are huge just like our physical world you can pretty much walk throughout the virtual worlds and never reach the end so this creates a long lasting fun environment. If get lost you can use your map, you have the advanced communication tool which you can communicate 1 versus 1, 1 versus group or even one versus the server so this communication tool becomes very powerful because as a user needs to complete a task inside a quest or a group then information is made available at a users finger tips.
To have a toolbar which gives the gamer ability to access skills, food, drink supplies and also have skills and inventory items creates a more in-depth interaction to this 3D world. You feel in control because you have a character you created, you know where you are going because you are using the map, you or within your group you help each other with quests and tasks. The best thing about character skills is you are in control of what your character needs to learn.
You have a character that starts at level 1 and by completing quests by either collecting items or killing enemies you gain XP which is also referred to as experience and as your experiences gets higher so does your character level. To come close to completing such tasks requires quite a lot of time towards these types of games and by time what is required is money and time towards skills and obtaining game items like weapons or armor (Kelly, 2004).
The part of this argument that is left from MMO based games, is that not only can you make virtual game money but you can actually if you are good enough make real money. A gamer can leave their day job if they are good enough and it’s true about making real life currency out of the game.
Thousands of people go gold mining by going around collecting many high grade items and selling them for game money then after they collect a huge amount of money. This is where the money part rolls in, the company who is gold farming sets up a website to sell the gold they have made in the game, the user who wants to get game money fast goes to the website and pays using PayPal or their credit card. Not long after the user pays they re-login to their game account and like magic they have a lot of game money in their account. Game money takes a long time to get, so users or gamers paying to get fast game money allows the characters to purchase rare and valuable items really fast (Dibbell, 2007).
So MMORPG’s from what many of the authors have said here is that every part of this game consumes time when we are talking about time what seems a few hours in an MMO can turn into a whole day in a physical world. For a gamer to be able to live life inside a game just like our physical world but without hassles creates a drawing power towards this Web 2.0 based platform and it’s all about having fun inside a socializing virtual environment. If you place all these tools together it then becomes a socially connected medium for people to use and stay within (O’Reilly, 2005).
DETACHED FROM PHYSICAL WORLD, LOST IN GAME SPACE
All these things that are being stated are reasons why someone finds it hard to find the difference between virtual worlds and real worlds and for the people that cannot find the difference also finds it hard to leave the game. This is because it becomes an addictive mental habit just like drinking alcohol or gambling, games like this can even kill you if you do not find help. As stated by Shao-Kang, Chih-Chien and Wenchang (2004)“The author surveyed 174 Taiwanese college-age online players to collect data on the potential effects of online games on the quality of interpersonal relationships and levels of social anxiety.
According to the results, the quality of interpersonal relationships decreased and the amount of social anxiety increased as the amount of time spent playing online games increased”(Lo et al, 2005). Now from this data it could mean time away from the family and friends and using that time to play games.
CONCLUSION: LOST IN SPACE
The argument here is people join this game as for a social medium and a escape from reality medium what we all do in our real life can be achieved in the same kind of way virtually so people who find it hard to adapt themselves in the physical world may find it easier living online. The game gives you the option to create your own character so it becomes apart of you, then you get placed inside this 3D world just like ours so then you have the option to go socializing with other avatars and this can lead down many roads. To be inside a 3D world and be able to socialise throughout the world just by using the chatting features inside the game, to be able to roam the 3D worlds and do job trades and train yourself at fighting. All these tools all come together to form a Web 2.0 platform that integrates itself into an online community.
The point here is that MMORPG’s definitely fit there self into the Communities and Web 2.0 stream and games this big that incorporate 3D worlds, communication tools, virtual characters which carry a persons real life characteristics. Fighting against or with other real life-like minded characters creates a huge world wide online community now games with this potential can ruin the minds of both children and adults. Children who are introduced to games like this at an early age do not bother to concentrate on anything else (Chiu et al, 2004), trapped inside a virtual world and not participating in family life and the same goes for adults.
Adults in a real world have many things to deal with and that could be social life, family life, marriage, bills, mortgage and many other stressful problems in the physical world and that is a big reason why many adults can disappear in a virtual world that’s not much different from the physical world but with a much more les stressful comfortable environment. This way they can release all their stress and likes to free their mind, now sometimes-freeing minds go too far and a lot of gamers do not understand or find it hard to quit or know when to take breaks. Some do not even get this chance and gamers lose their lives. A bit more precaution has to be put in place in future but whose fault is this the technology pushed by the developers or the gamers using the platform, it’s a hard to settle on something solid.
References
Anderson, P. (2007). What is Web 2.0?. JISC Technology and Standards Watch. Retrieved March 19, 2010, from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.108.9995&rep=rep1&type=pdf
Chiu, S., Lee, J. & Huang, D. (2004). Video Game Addiction in Children and Teenagers in Taiwan. CyberPsychology and Behavior, 7(5), 571-581.
Dibbell, J. (2007). The life of the Chinese gold farmer. The New York Times. Retrieved March 25, 2010, from http://www.nytimes.com/2007/06/17/magazine/17lootfarmers-t.html?_r=3&pagewanted=print
Kelly, J. (2004). Play Time:The Problem of Abundance in MMORPG. www.anthemion.org. Retrieved April 20, 2010, from http://www.anthemion.org/file/playtime_abund.pdf
Kolo, C, Baur, T. (2004). Social Relations in the Virtual World. The International Journal of Computer Game Research, 4(1), Retrieved March 24, 2010, from http://www.gamestudies.org/0401/kolo/?ref=SeksDE.Com
Lo, S., Wang, C. & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. CyberPsychology and Behavior, 8(1), 15-20.
O’Reilly, T. (2005). What Is Web 2.0. oreilly.com. Retrieved April 21, 2010, from http://oreilly.com/web2/archive/what-is-web-20.html
Roberts, L., & Parks, M. (2001). The social geography of gender-switching in virtual environments on the internet. In A. Adam & E. Green (Eds.), Virtual Gender: Technology, Consumption, and Identity (pp. 265-285). United Kingdom: Routledge.
Whang, L., & Chang, G. (2004). Lifestyles of virtual world residents: Living in the on-line game “Lineage”. CyberPsychology and Behavior, 7, 592-600.
Yee, N. (2008). Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games. Retrieved April 20, 2010 from http://www.nickyee.com/pubs/BBMK%20Yee.pdf
THIS PAPER IS LICENCED UNDER CREATIVE COMMONS

Comments