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Discussing
MMORPG addiction is difficult for several reasons. Many MMORPG
players have seen how D&D was stigmatized during the 80's
and they view the current trend to brand MMORPGs as dangerous
as a contemporary parallel of what happened to D&D. In fact,
the recent accusation that EverQuest causes suicides is an exact
replay of one line of accusation against D&D two decades
ago. It is therefore no surprise why MMORPG players become very
defensive when outsiders accuse MMORPGs as being addictive or
dangerous with only a few extreme cases as evidence. On certain
message boards, the accusations and retorts often degenerate
into emotional or unsubstantiated diatribes.
Instead of participating in this polarized
debate, the following essay is descriptive rather than prescriptive.
Using survey data and anecdotes collected from MMORPG players,
the following essay first shows that MMORPG addiction is a
very real phenomenon, and then attempts to provide a holistic
explanation of MMORPG addiction - in terms of both internal
game factors and external personality or situational factors,
and shows how the two are intertwined.
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