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2000

My obsession with Multi-Player Online Role-playing Games began about 4 years ago in a text-based MUD, "Dragon Realms." Fortunately and proudly, I have been "Serpent Queen Danciy Dynae" of the "Family of Silver Serpents, [FSS]" throughout those intriguing years. With each day that passed in my "fantasy world," I learned. I learned I could develop and preserve some of my most treasured friendships in a game. I learned, very quickly, maintaining a "family" online could at times consume as many hours during a day as "real" life activities. I learned, spending 8-12 hours online each day could very easily be considered the "norm." And most importantly, I learned, my guild/family would make my gaming experience one of the most addicting and exhilarating habits I have. Additionally, I have a fascination with sociology and psychology. So, I asked many other players why they thought MMORPG's were so addictive. Oddly, no one ever knows and there certainly is no "one" right answer. We must enjoy our mouse flying across the room, the lack of desire to go outside, or the constant game thoughts throughout the daily humdrum offline.


Hmm..Is it an addiction?

To better understand our virtual environment - known as Massive Multi-Player Online Role-Playing Games - we can incorporate the idea used by John Suler, PhD. and apply modern day psychology. What causes MMORPG's addictions? And, is there always a pathological problem (i.e. altered or caused by disease) or can there be positive aspects to being "addicted?"

"You Should Know"

There is no official psychological or psychiatric diagnosis of an "Internet" addiction. The most recent edition of Diagnostic and Statistical Manual of Mental Disorders (DSM-IV) - which sets the standards for classifying types of mental illness - does not include such category. When compared to different addictions, Internet addiction is most closely related to Pathological gambling.

Psychologists agree people become preoccupied with an object, individual, or activity because it satiates a need. In the 1960s, Humanistic Psychologist, Abraham Maslow, proposed the wide variety of human motives according to a hierarchy of needs, in which basic needs must be met before other needs are aroused. Hence, when we manage to gratify a level of needs reasonably well, this gratification triggers needs at the next level. Using Maslow's hierarchy I will attempt to formulate some significance of these MMORPG's that are so enticing, consuming, and fantastic.

"Did you say Sex?"

Sigmund Freud tenaciously claimed that sex was the primary human drive. Moreover, Maslow places it at the primal level of his hierarchical pyramid (along with the needs hunger, thirst and physical safety). It's indisputable; sex is a basic biological need that demands awareness. Because virtual relationships can be so incredibly anonymous players feel expressively safe. They can act out fantasies by transforming their personas and gender identities, can easily escape any situation, and for those who choose, it's about as "safe-sex" as you can get. In most instances the good ole term "flirting" works nicely.

The uniformed public believes these relationships to be vague and insincere. I find that my online relationships can feel very real, intimate and as special as any single real life relationship. Some people are enticed by the opportunity to experiment with their sexual inclination - a process that can be very normal and healthy, oh and lots of safe fun. The fact that real life implicit social boundaries are missing from online relationships enables players to easily seek out acceptance. Others may search for in-game relationships out of solitude, dependency, antagonism, or an insatiable emptiness. People become engrossed with sex for the same reasons people become obsessed in any context. Furthermore, the basic needs being met in game are the same as in the real world. These relationships trigger the next stage of Maslow's Hierarchy.


"Yes, I Know You!"

One reason many people return day after day to their virtual world is the vast interaction with diverse people. On the second level of Maslow's hierarchy is the need for interpersonal acceptance-from family, friends, and in intimate relationships. Likewise, as humans we instinctively desire to be near those that know and understand us.

In game a mixture of social needs can be fulfilled. Sight, sound, and real emotion can all be experienced. Weddings, picnics and wars all take place. You make enemies, best friends, and test your social abilities on a daily basis.
Ironically, social frustrations can promote addiction in some players. If you want people to know your name - you have to keep playing. The more time you spend in character, the more powerful you become, the more people get to know you, the more you are considered a member of a family / guild. For many players, it is precisely those social goals that compel them to keep coming back.
Men have stated they thrive from the power and respect drawn from the ability of being able to slash, kill, stab, and / or blow up their enemies. On the other hand, women are drawn to the uninhibited, safe and anonymous relationships. Players that have made real, lasting relationships disagree wholeheartedly with the uninformed public's belief that online relationships are insincere.


"Now I Scribe!"


On the next level of Maslow's hierarchy is the need for gaining of order and self-esteem. Computers in general are addictive because they perform tasks in a highly efficient and rewarding manner. Likewise, online games rely on a very addictive cycle. Many gamers agree MMORPG's contain inducing, aesthetic, and reinforcing features which promote addictive tendencies.


Virtual worlds usually have abilities one must master in order to reach his/her next rank. Learning these skills satisfies a basic need of understanding. With each new level new abilities and unknown powers intensifies a player's need to master new bolder experiences.


Attempting to master the technical and/or social environment, while occupying MMORPG's, follows a normal, healthy process. However, for players driven to compensate for feelings of failure, inadequacy, and helplessness, or to overcome desperate needs for love - the obsession with game life can become a valid addiction.


"And I am Queen!"


Finally, at the top of Maslow's pyramid remains the need for "self-actualization." The basis of self-actualization involves working towards the development of oneself to full potential. Maslow declared, "What a man can be, he must be."
Are players self-actualizing while role-playing? Players unquestionably feel they are developing fulfilling relationships with one another. They reach full potential by mastering the social and technical aspects in their fantasy world. And players are relating to others and themselves unlike ever before possible. So, are they attaining Maslow's healthy personality?


When asked, both male and female gamers express they are more open and communicative while in character. Players desire and care for their characters well being just as they do in real life aspects. Is this perception less meaningful than what we experience in "real" life?


"Well am I addicted?"


According to Maslow, people will be frustrated if they are unable to use their talents fully or pursue their true desires. Addictions can be healthy or unhealthy. Both positive and negative features can be found embedded in addiction. However, in truly pathological addictions, the bad outweighs the good, resulting in personal and social inadequacies.


People are addicted to innumerable possibilities - drugs, eating, gambling, money, sex, etc. You name it; someone loves it too much. (Note however, that pathological addictions usually derive from childhood issues or deficiencies.)
Many players frequently joke about their "addiction" and this may be a good sign. Showing they have some awareness and perspective of what they are doing. One common feature of hardcore addiction is an almost unrelenting, solid denial that there is a problem.


Nevertheless, addiction is a serious matter, regardless of its nature. When a player begins to flunk out of school, lose a job or is divorced by a spouse because they cannot resist their virtual land, they are pathologically addicted. Viktor Brenner, of Marquette University, advises that personality disorders, family problems, quality of life, and disfigurements be further explored.


"That's Life!"


So, what does all this mean to us daily gamers? Are we being negatively affected by fantasy worlds? Many psychologists believe so. Looking at Internet addiction as an escape from real life, most people will view it as negative. However, I am finding that the more time we spend on line, the less implicit and explicit societal boundaries hinder us, and the more in tuned with ourselves we become. Maybe the fact that in game relationships make obsolete most real life boundaries is a superior progressive step. Or, perhaps we are becoming less addicted to real life and therefore a threat to those who view our virtual worlds as phony.

In the same sense, Astronauts discover unknown boundaries and anomalies daily. They are searching and conquering worlds that most of us can not begin to grasp. I wonder whether these astronauts might easily be persuaded to spend more time in their space world and less time in the real world.

In my opinion this is what our generation of MMORPG players are doing. We are discovering new limits and boundaries in humanity never before probed. People from all over the world come together and share thoughts, dreams, and inhibitions. For those who are reluctant to try our virtual lands, I feel sorry. I sense they are missing an opportunity to experience human interactions in a very innocent, uninhibited, unique, fulfilling and moreover, REAL world.

Posted and credits given to Stratics Central.



 

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