About
27% of MMORPG players felt that the most
satisfying event they had experienced over the past week occurred
in the game environment. 33% of MMORPG players felt that the most
infuriating event they had experienced over the past week occurred
in the game environment. Between the lines, we begin to see that MMORPGs
are environments that players love to hate. And understanding the
emotional investment and the emotionally salient experiences that
players have in these worlds allows us to understand what goes on
in these worlds from a valuable perspective.
When players are asked to describe positive experiences that were
memorable, many bring up unexpected acts of honor
or altruism from other players. The humdrum of real life seldom
presents opportunities where acts of courage can be seen, but in
MMORPGs, crises and death are always close at hand. More importantly,
MMORPGs give players the ability to perform acts that are heroic
in terms of the risk, courage or loyalty involved. Altruism is in
fact a by-product of the design of these worlds. But along with
acts of courage come acts of cowardice,
betrayal and malice. The frequency and diversity of ways that
courage, honor and malice can occur in these environments is far
greater than real life typically presents them. What does it mean
when the most memorable experiences people have occur in virtual
environments? Could we think of these environments as a form of
hyper-reality?
Another way to approach this love-hate relationship is through
players
who have quit MMORPGs. Ironically, many of these players complain
that what started as entertainment quickly became more like a second
job. Guild meetings and raids impose demands that disrupt real
life schedules. Manufacturers are forced to log-on every day to
fulfill client orders. And not only are they working in these online
worlds, but they are also paying the game company to work in them.
What started as a game has become free labor.
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