kingofzeworld
Active Member
- Joined
- May 10, 2006
- Sythe Gold
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I stand before you today to ask the question, 'Are MMORPG's taking over the world?'
Ill give you some quick background information on order to develop your opinion and allow you to discuss this argument.
The first and every basic question is:
Q.What is an MMORPG?
A.A Massive Multiplayer Online Roleplaying Game.
Why are MMORPG's dangerous?
MMORPG's use characters, themes and era that you assume, as well as an entire world in which becomes the reality of your characters journey. Players delve deep within the world in which their character assumes and thus can lead to assuming the alter reality itself.
Often people who recieve minimal respect or social accolades in their real world choose to 'live' within the alter reality in order to gain respect and positive human interaction. Such as in RuneScape where high levels are considered 'mighty' or 'powerful' lower levels often respect high level players because of the numerical level. Players spend their life achieving higher and higher levels in order to gain further and further respect within their alter reality to gain the respect they wish they gain in their real world.
A different approach, what are the economical and social implications of MMORPG's on an international scale?
Studies have shown a trend of unemployment and dismissals increasing each year due to MMORPG's. People are unable to hold steady jobs because of their addiction on the game. Studies have shown within Korea itself %15 own MMORPG or have played them in the past. This has lead to limiatations and restrictions being made in other Asian countries such as China where users are denied access to games at certain hours of the day. Studies have shown that at least 3 Million Chinese play MMORPG's on a regular basis.
MMORPG Related Suicides?
In America MMORPG related suicide's have started occurring since 2001 when a tragic event occurred where a young man committed suicide because he was scammed in 'EverQuest.' In America 6 suicide's were directly related to Gaming and last year we all heard of the Dutch boy who committed suicide's due to getting scammed by his best friend in RuneScape. Due to his real life problems at home becoming unbearable when his best friend's greed got the best of him, the boy felt all he had left was this friend, yet when his best friend hacked him he had nothing left.
MMORPG creators purposefully make these games addictive to further their financial gain.
RuneScape use the high scores as a means of creating a 'race' effect in which each individual attempts to gain a desired rank or be recognized for certain skills. Players become addicted to success and furthering their 'overall' rank to gain social accolades and respect from other players.
No matter what kind of MMORPG whether it be World of Warcraft, EverQuest, Guild Wars, Runescape. They never ever end and thats why they are so addictive. The addiction controls the lives of many people in society and the trend is growing at an increasing rate.
Are they unethical for taking advantage of citizens within the international community?
My only recognition of a threat to MMORPG's is the notion of social unacceptability. I have noticed this through out my years of education, through media and of course perants. No one likes seeing someone sit in front of a computer screen. Although this often does not stop addictions, it prevents them from starting.
I believe that if MMORPG's can be marketed to be socially acceptable among teens and young adults the world as we know it could be doomed for eternity.
Discuss.
Ill give you some quick background information on order to develop your opinion and allow you to discuss this argument.
The first and every basic question is:
Q.What is an MMORPG?
A.A Massive Multiplayer Online Roleplaying Game.
Why are MMORPG's dangerous?
MMORPG's use characters, themes and era that you assume, as well as an entire world in which becomes the reality of your characters journey. Players delve deep within the world in which their character assumes and thus can lead to assuming the alter reality itself.
Often people who recieve minimal respect or social accolades in their real world choose to 'live' within the alter reality in order to gain respect and positive human interaction. Such as in RuneScape where high levels are considered 'mighty' or 'powerful' lower levels often respect high level players because of the numerical level. Players spend their life achieving higher and higher levels in order to gain further and further respect within their alter reality to gain the respect they wish they gain in their real world.
A different approach, what are the economical and social implications of MMORPG's on an international scale?
Studies have shown a trend of unemployment and dismissals increasing each year due to MMORPG's. People are unable to hold steady jobs because of their addiction on the game. Studies have shown within Korea itself %15 own MMORPG or have played them in the past. This has lead to limiatations and restrictions being made in other Asian countries such as China where users are denied access to games at certain hours of the day. Studies have shown that at least 3 Million Chinese play MMORPG's on a regular basis.
MMORPG Related Suicides?
In America MMORPG related suicide's have started occurring since 2001 when a tragic event occurred where a young man committed suicide because he was scammed in 'EverQuest.' In America 6 suicide's were directly related to Gaming and last year we all heard of the Dutch boy who committed suicide's due to getting scammed by his best friend in RuneScape. Due to his real life problems at home becoming unbearable when his best friend's greed got the best of him, the boy felt all he had left was this friend, yet when his best friend hacked him he had nothing left.
MMORPG creators purposefully make these games addictive to further their financial gain.
RuneScape use the high scores as a means of creating a 'race' effect in which each individual attempts to gain a desired rank or be recognized for certain skills. Players become addicted to success and furthering their 'overall' rank to gain social accolades and respect from other players.
No matter what kind of MMORPG whether it be World of Warcraft, EverQuest, Guild Wars, Runescape. They never ever end and thats why they are so addictive. The addiction controls the lives of many people in society and the trend is growing at an increasing rate.
Are they unethical for taking advantage of citizens within the international community?
My only recognition of a threat to MMORPG's is the notion of social unacceptability. I have noticed this through out my years of education, through media and of course perants. No one likes seeing someone sit in front of a computer screen. Although this often does not stop addictions, it prevents them from starting.
I believe that if MMORPG's can be marketed to be socially acceptable among teens and young adults the world as we know it could be doomed for eternity.
Discuss.


