Addiction to
Massively Multiplayer Online Role-Playing Games
Brian D. Ng
DePaul
University
School of
Computer Science,
Telecommunication
and Information Systems
Chicago, IL
60604
bng2@depaul.edu
Abstract
As computer and internet use become a staple of everyday life, the potential for overuse is introduced, which may lead to addiction. Applications such as online chat on Internet Relay Chat (IRC) and text based role-playing games on Multi-User Domains (MUDS) have been extremely popular for years. Research on internet addiction has shown these are the types of applications users become addicted to. Recently, these applications have evolved into graphically intense three dimensional virtual worlds called Massively Multiplayer Online Role-Playing Games (MMORPGs). Addiction to the internet shares some of the negative aspects of substance addiction and has been shown to lead to consequences such as failing school, family and relationship problems, and in one case the loss of a life. The factors surrounding these cases must be examined from an HCI perspective as they pertain to both computer usage and the impact it has on its users.
Internet addiction is not yet a DSM IV diagnosis, but its definition has been derived from DSM IV criteria for addiction and obsession. Goldberg [3] coined the term “Internet Addiction Disorder” listing diagnostic criteria, which many researchers refer to as a starting point. Yet, there is no official DSM IV diagnosis, and because of this, researchers of internet addiction form their own criteria for this disorder. Of those criteria, the two most referred to are substance abuse (addiction to chemicals) or behavioral obsessions and/or compulsions. There is an ongoing debate among psychologists on what distinguishes certain addictions from obsessive behaviors. A substance addiction is defined as something which you enjoy doing, or initially enjoyed, and eventually involves physical dependence. Researchers such as Goldberg [3] replace the word “substance” with “Internet” in their analysis of internet addiction, concluding that similar symptoms such as tolerance (needing more substance or internet for satisfaction), withdrawal (a need for the substance or internet when one does not have it available), craving (doing more of the substance or internet and investing more time into it) and negative life consequences (job loss, family and social problems), are present in internet addiction as well. An obsession is can be described as ideas or thoughts that dominate a person's mind. Compulsions can be irresistible urges or repetitive behaviors (cleaning or checking something continually). It is a behavior often done in response to an obsession. Research done by Walker [14] would label internet addiction an obsessive and compulsive behavior, based on its similarities to gambling addiction and compulsive shopping, since all of these disorders lack chemical dependence. Still, very little is known about internet addiction as a whole.
Early research was done by Shotton [12], who researched internet addiction in the early 90’s, concluding that addicted computer users were mainly male introverts. These men were highly educated, had an affinity for computers, and had a constant need for intellectual stimulation. However, that data is no longer relevant. A few years later, studies by Griffiths [4, 5], O’Reilly [9] and Young [15, 16, 17, 18] concluded drastically different results. Their results concluded that dependent users were primarily middle-aged females on home computers [16] and anyone with internet access could become addicted [9]. This drastic shift has come about simply because there are more internet ready computers in homes now than in 1991. This is due to low costs and acceptance in our culture (businesses, mass media, and personal relationships all depend on the internet). Through email (for business and personal use), chat (mainly personal communication) and the World Wide Web (businesses have embraced it and the near limitless amalgam of topics available on it) the internet has a niche for anyone who has the time to spend on it. Email, chat and the web are examples of applications used on the internet whose nature has addictive properties [17]. Basically, the internet itself is not addictive, but the services available on the internet are. Young found that interactive “real time” services such as internet relay chat (live chat with other IRC users in chat rooms, socializing and discussing common topics) and multi-user domains (MUDS – text based virtual worlds where users meet and explore, where social interaction is required) proved to be most addictive. The use of IRC was examined by Peris [11], and it was found that frequent users of IRC “find, in online chats, a media for rich, intense, and interesting experiences” while “they consider online relationships as real as face to face relationships”. In another study by Moody [8], it was found that high internet use (on IRC or email) is associated with high emotional loneliness. Users will eventually spend all their time online and choose not to interact in real life physical social settings. Jacobson [6] researched MUDS users and found that "users participate in rewarding activities that allow them to use their skills and knowledge in the challenges of these virtual worlds” and “people become absorbed in the activities and relationships that occur in them”. When examined as an addictive substance, applications such as IRC and MUDS can be used to “withdraw or escape from negative evaluations and the stress of interpersonal relationships” [2]. This results in loss of control of time spent on the internet leading to problems in school, relationships, finances, occupation and health [17]. Users who tried to cut back the time they spent on the internet to avoid these addiction-related problems could not. Even those who threw out their modems could not resist the urge of buying new modems to get back on the internet [17]. Young concluded that users do become addicted and that there is a potential for more addictive applications in the future.
MUDS introduced interactive online role-playing games to the internet, but as technology advanced, so did this genre of games. With the availability of 3D graphics in games, it became possible to build three dimensional (3D) visual representations of the once text-only MUDS. Now, users are able to see and interact with others in their 3D virtual worlds. These massively multiplayer online role playing games (MMORPGs), such as “Everquest”, “Ultima Online” and “Diablo II” have been categorized as “heroinware” by many of its users, as they contain all of the addictive elements of IRC and MUDS. MMORPGs, which are run in real time, feature social and competitive aspects, making devotion to the game mandatory. If you are not playing online, you are probably falling behind. While traditional videogames end at some point or become repetitive and boring, MMORPGs are endless, because the main feature of MMORPGs is its system of goals and achievements. As you play, your character advances by gaining experience points “leveling up” from one level to the next, while collecting valuables and weapons - becoming wealthier and stronger. This system creates an online “life” for your character and if you die, the penalty is a deduction of experience points. Social interaction in MMORPGs is highly essential, as you must collaborate with other players in the game to succeed in more complex goals. Eventually, a player must join a “guild” or “clan” of other players to advance further in the game. Finding other players in the game “Everquest” is not hard, as there are 433,445 active players worldwide including the 12,000 new players every month, each paying $12-$40 a month for access to the game [13].
Everquest (or Evercrack, as many players have nicknamed it) is a fantasy game, based on concepts similar to the work of Tokiens’ Middle Earth and Dungeons and Dragons, and is the most popular of all MMORPGs. Because of its popularity Everquest has received the most press and the most blame for MMORPG addiction. In a recent News.com article [1], one recovering Everquest player was quoted, “The game almost ruined my life, it was my life. I ceased being me; I became Madrid, the Great Shaman of the North. Thinking of it now, I almost cringe; it’s so sad.” The same article describes players who have lost their jobs and even marriages due to overuse of Everquest. Another player explained his addiction, “I’d say the most addictive part for me was definitely the gain of power and status, the way in which as you progressively gain power you become more of an object of awe to other players… each new skill isn’t enough.” [1] In a Time [13] article, Denise Dituri, a mother of three, who had no interest in fantasy games, became an 18 hour a day player in Everquest. But instead of ruining her family, the game has seemingly brought them closer together. Denise and her husband Gary play Everquest with their three children, viewing the game as an activity of the mind, and as an alternative to television. Gary confesses that he has learned more about his son than ever before while playing Everquest. Even the topic of dinner conversation in the Dituri household is over what happened while they were in Everquest. In the case of Shawn Woolley, addiction to Everquest might have led to his death [7]. Shawn was found dead on Thanksgiving morning by his mother, Elizabeth Wooley, sitting at his computer with a self-inflicted gunshot wound. Shawn had quit his job the week before and had played Everquest for a week straight before killing himself [10]. Although Shawn was prohibited from playing Everquest because he was epileptic, he went on to play 12 hours a day regardless. Elizabeth knew her son was diagnosed with depression and schizoid personality disorder, “which gave him a lack of desire for social relationships, little or no sex drive and a limited range of emotions in social settings” [7]. All of this made the world of Everquest “the perfect escape” for Shawn, according to Elizabeth. Shawn had just logged into Everquest hours before his suicide. Sony has refused requests to disclose the details of Shawns account or account activity to his family or the press. Elizabeth Woolley is planning to sue Sony Online Entertainment, the makers of Everquest, to force them to put warning labels on their product.
Young [17] provided research that certain users become addicted to specific applications used on the internet. Griffiths [4] concluded the same, with results showing that addicts are usually addicted to online chat or fantasy role-playing games (MUDS). Griffiths also emphasized that these applications allowed users an anonymity allowing them to create their own social identities, raising the users’ self-esteem. It is this anonymity that gives those with low self confidence and lacking social skills, the desire to create a virtual life for themselves on the internet. In these cases, the internet becomes a substitute for real life social interaction, giving the user an escape from reality [18]. In the early 90’s the internet addict was stereotyped as male computer hobbyists, but recent research proves that anyone can become addicted, as it is a combination of personality type and internet application that causes overuse leading into addiction.
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