Title: MMORPGs: Living With It or Living In It
1MMORPGsLiving With It or Living In It?
Where Adventure Comes Alive
Experience the greatest saga ever told yours
Become a Hero, Raise an Army, Rule an Empire!
You're in Our World Now
- last updated September 2005
2PARENTS USE GAMING TO EXCUSE NEGLECT (June 22,
2005) An infant dies due to neglect. The parents
blame a longer-than-usual online gaming session.
.The infant had been left alone for hours
while the parents were out at a Internet café
playing the MMORPG World of Warcraft. When the
parents returned home, they found their daughter
and only child dead, due to suffocation. "We
were thinking of playing for just an hour or two
and returning home like usual... but the game
took longer that day," the couple told police.
(http//xbox.advancedmn.com/article.php?a
rtid5133)
SOUTH KOREAS GAMING ADDICTS (November 22,
2002) .An extreme case of internet obsession
hit the news headlines last month when
24-year-old Kim Kyung-jae collapsed and died
after playing computer games at an internet cafe
in the south-western city of Kwangju. He had
been playing virtually non-stop for 86
hours. (http//news.bbc.co.uk/2/hi/asia-pacific/2
499957.stm)
CHINESE SUICIDE SHOWS ADDICTION DANGERS (June 3,
2005) . Xiao Yi was thirteen when he threw
himself from the top of a twenty-four story tower
block in his home town, leaving notes that spoke
of his addiction and his hope of being reunited
with fellow cyber-players in heaven .
Previously, Xiao's parents had found him starving
after two days and nights in an internet cafe
playing online role-playing games. When
questioned about his bizarre behaviour, his
father said that a tearful Xiao had told him that
he had been poisoned by games and could no longer
control himself. (http//www.ferrago.com/story/592
8)
CHINESE MMORPG KILLER GETS LIFE (June 9,
2005) Man who stabbed his mate in dispute over
virtual sword gets suspended death sentenceQiu
Chengwei, a hardcore fan of the Legend of Mir 3
M.MORPG, had lent his friend Zhu Caoyuan his
Dragon Sabre, a high level weapon. Zhu sold the
sword without consulting Qiu, making a healthy
profit of 7200 Yuan (approximately 425). When
Qiu found out he broke into Zhu's house and
stabbed him with "great force" in the chest,
killing him. (http//www.computerandvideogames.co
m/r/?pagehttp//www.computerandvideogames.com/new
s/news_story.php(que)id120210)
3MMOPTWGYEK what?
- Online on the Internet
- Company-owned / proprietary server
- Persistent world (rarely reset)
- Massive multiplayer (MM)
What sets MMOs apart from other games are their
social structures and communities. If you just
want to kill things and level up a character, you
can play Diablo. If you just want to wander in a
3D world, you can play Morrowind. If youre
simply interested in fantasy or sci-fi, there are
accomplished narratives like the Baldurs Gate
series or Knights of the Old Republic. But what
those games cant offer is a role in the complex
and evolving set of living social structures. In
MMOs, youll find guilds, role-playing servers,
warring factions, economic classes, crime rings,
griefers, political groups, and even entire
cities and nations. (GameSpy, Tom Chick, Oct 24,
2003)
4Still not sure what it is?
5History
1996 Meridian 59 coined massively multiplayer
Kingdom of the Winds
The Age of Transition (May 2001 April 2002)
The Golden Age (Jan. 1997 April 2001)
The Age of Competition (May 2002 Today)
- 1997 Ultima Online
- 1998 Lineage
- 1999 Everquest, Asherons Call
- Unrestrained Growth
- MMORPGs only
- online game revenues will grow from 277 million
to 1.9 billion by 2002 (Forrester Research)
2002 Final Fantasy XI 2003 PlanetSide, Lineage
II, Shadowbane, Star Wars Galaxies 2004 World of
Warcraft, Everquest2, City of Hereos 2005 Matrix
Online over 150 MMOG products in various stages
of development . the market over the next few
years can support 20 games, probably less (DFC)
2001 Dark Ages of Camelot, Anarchy Online, World
War II Online Significant Slowing of Growth New
MMORPGs New MMOG Genres
6Behind the Keyboard
7Demographics
- Average age 26 (only 25 are teenagers)
- Gender 85 are male ratio of men and women 51
- Male players tend to be between 12 and 28, while
female players tend to be between 23 and 40. - Men are 3-5 times more likely than women to
gender-bend - Occupation 50 are working, 22 are full-time
students, 12 are working and/or going to school
part-time, 10 are unemployed, 3 are
home-makers, while 1 are retired. - Marital Status 36 are married 67 of men 43
of women have children - 60 of female gamers and 16 of male gamers play
with a romantic partner. - (Daedalus Project at http//www.nickyee.com/daedal
us/gateway_demographics.html)
8The Latest Subscription Numbers
9Breaking News
September 2005
World of Warcraft subscribers reach 4 millionÂ
Wildly popular MMORPG hits another milestone 1
million active accounts in North America
alone. (Tor Thorsen, GameSpot, August 29, 2005,
http//www.gamespot.com/pc/rpg/worldofwarcraft/new
s_6132187.html)
See also Conqueror in a War of Virtual Worlds
by SETH SCHIESEL (New York Times, September 6,
2005)
10Even famous people play
- Bill Amend (Foxtrot) about his WOW playing
habitsIt was about 11 pm on a Thursday, with
my strips unwritten and due the next day, and
instead of being in a healthy deadline panic, all
I could think about was how my druid was about to
hit level 20 and get the cat form ability. The
strips pretty much wrote themselves at that
point. - Jacques Villeneuve on Everquest I carry a
laptop around, which isnt great but allows me to
keep in touch. I play when I would be reading.
The only problem is that bed time always ends up
later than planned (http//everquest.allakhazam.c
om/news/sdetail136.html) - Curt Schilling on Everquest.. On the road when
my family doesn't travel I play every night, and
usually very, very late. I have a Dell laptop
that I play on. At home I play almost every
night. Depending upon the circumstances,
sometimes I can pull an all nighter )
(http//everquest.allakhazam.com/news/sdetail91.ht
ml)
11/played
- Hours of Play per Week (Nick Yee)
- The mean of the number of hours played per week
was 21.9, and the median was 20. There were no
gender differences.
12Whats it to me?
Games, Life, and The Pursuit of Happiness (title
stolen from Nick Yee)
13Back Again to /Played
14Time Played
- Hours of Play per Week (Nick Yee)
- The mean of the number of hours played per week
was 21.9, and the median was 20. There were no
gender differences.
More accurately is 30-40 hours / week. High-end
players can do 70-80 hours a week, routinely. A
raid can take anywhere from 4-12 hours.
15Only 15 of Gamers are Internet Addicts
- "Jeffrey Parsons - a doctoral candidate from
University of Iowa has recently conducted a
research on MMORPG addiction.The study found
that about 15 of gamers meet the criteria for
Internet addiction as provided by Kimberly Young,
a leading researcher in Internet addiction. Using
more strict criteria, a minimum of at least 10
of gamers met criteria for Internet addiction.
Compared to national studies of Internet
addiction, this numbers are somewhat elevated.
However, given the sheer number of hours MMORPG
gamers spend online (in comparison to the general
population), even a 15 addiction rate is
somewhat low. To illustrate the point, the
college student spends 10 hours on the Internet
per week. The average MMORPG gamer (addicted or
not) spends 20-25 hours per week just playing
MMORPGs, and an additional 10-15 hours per week
in other Internet use. In other words, MMORPG
players are spending 4x as much time online as
non-gamers. - (Slashdot, http//games.slashdot.org/article.pl?si
d05/03/10/1436220fromrss)
16- While playing WoW recently, a friend of mine
suggested we all type in "/played" to see how
many hours of game time we had logged. To my
surprise, I was at 12 days, 8 hours and 17
minutes. That's 296 hours of time. My friend (a
stay-at-home dad) then pointed out that he was at
28 days. That's 672 hours of time. Let's say for
the sake of argument that a work week is 40 hours
long. My friend has spent almost 17 work weeks in
WoW (7 and a half for me) since November. - There are a few possible reactions to this. Let
me play out two extremes - Fantastic. I wish I could play that much! He
must have a great time, uber gear and a bunch of
friends. - or 2) Get a life. This is the end of civilization
as we know it as virtual communities displace
real-world ones. This is Robert Putnam's
hypothesis. Expect a radical decline in the
quality of existing relationships, more divorces,
declining work productivity and, say others,
potential addiction. - (Posted by Dmitri Williams on February 2, 2005
http//terranova.blogs.com/terra_nova/2005/02/play
ed.html)
One thing that really opened my eyes to how
much time I was wasting was to use the /played
command in the game. It will tell you exactly how
may hours the character has been played down to
the seconds. I have checked my husband's ... and
it says about 24 days of game time has been spent
on that specific character. That's 24 days of 24
hours each, so in about a three month period he
has spent 576 hours of that time on that one
character. That's not counting his level 20 ...
or his level 15 ... or his level 16 ... or and of
the other various levelled characters he has.
Also it doesn't count all the time he spends on
reading the web pages and message boards about
the game (anonymous, April 12, 2005)
17A Simple Math Problem
- A week has 168 hours in total. Out of that, take
- 40 hours for work
- 5-10 hours for commuting
- 42 hours for sleeping (6 hours / day)
- Average playing time 30 hours a week (10 each
weekend day, 3 hours each day) - 122 hours per week.
- Which leaves 46 hrs approx. 6.57 hrs/day for
EVERYTHING ELSE (activities such as eating,
washing getting dressing, doing housechores,
paying bills, getting groceries, going to the
doctor and other errands, looking after kids/
pets/parents, other hobbies) - or 4.57 hrs/day if you are sleeping for 8 hours.
- and thats assuming you work only 40 hours a
week! - and that is not counting research
discussions on the game / guild boards!
18Bridge Command
19(No Transcript)
20In the successful game, people get attached to
their characters, and then to the
game-world. (Jessica Mulligan, executive
producer behind Asherons Call) People dont
just want to be placed in a world and told to
have fun. Some people want a little bit of
direction in terms of what they can do. (John
Smedley)
- MMOGs do indeed function as one novel form of a
new third place for informal sociability much
like the pubs, coffee shops, and other hangouts
of old. MMOGs are ideal for creating bridging
social capital broad but weak and, while they
do not deter bonding social capital deep but
narrow per se, they are also not necessarily
designed to foster deep and lasting relationship
on their own either. - (Constance Steinkuehler, 2005)
21/lol, /cheer, /dance, /rude
- RL MMOG
- /con wife (I need help with my wife faction!)
- Guilds Family
- About 40 of players feel that their online
friends are comparable or even better than their
real life friends. about 30 of MMORPG players
have told personal issues or secrets to online
friends that they have never told anyone else.
(Nick Yee, 2003)
22EQW - 5950 members and growing
- He gets home from work, starts playing, and
generally doesn't get off until bed time. Any day
off is an all-day gaming fests. He currently is
getting up around 5am to play for a couple of
hours before work. - (March 27, 2004)
For 2 months now my fiance has not stopped
playing EQ for more than 10 minutes unless he is
sleeping or at work! And he only stops playing to
sleep for a couple hours. So he plays at the very
least 8 hours through the week and ALL weekend.
We have 4 kids and are having another in less
than 2 weeks. (April 19, 2004)
23After I lost my job, I'd play 18 hours straight
at times. There was once I even played for over
30 hours without sleep. I'd play EQ, sleep, wake
up, play EQ. I wouldn't eat or drink much. My
room was a disaster. Everything was a
disaster. (July 2, 2004)
I started playing EQ in April of 2001, from that
time up to about a year ago I played more and
more. I joined higher level guilds and worked my
way up to the high end game. We ( my guild )
raided 5 nights a week sometimes for 10 hours ,
and being the good raider I was I even went with
or lead pick-up raids on our nights off. It came
to the point where I worked for 8 hours a day ,
and played for at least the same amount of time
when I got home. The number of days I've spent
playing (days played on all of my characters
combined 300 days ) was all for what?"
(November 27, 2004)
24- "Last November my boyfriend of almost 2 years
told me that he wanted World of War Craft. Now
okay...I have no idea what this is. All I know is
it is a computer game. So I bought it for him for
Christmas. That has to be the stupidest thing I
have ever done....He plays it the moment he wakes
up until the time he goes to work. He goes to
work (I bring him dinner there sometimes) and
he's looking up stuff about World of Warcraft. He
then comes home, grabs dinner, and then sits and
plays from 11pm to about 330am. Then he gets up
and repeats the process. Now don't get me wrong
it isn't that I don't want him to play it. I mean
I have hobbies too and friends I go out with, but
it is just that it is taking up about 80 of his
life." - (March 19, 2005)
25Reasons for Playing
- At least I am not out on a bar or doing drugs
- We are saving money
- I dont feel comfortable around people
- I will only play for a few minutes
- My friends are online
26They will get sick of the gameright?
- ...He quit playing EQ and went to Dark Ages of
Camelot.Soon he switched to Star Wars. .Then he
quit Star Wars and went to AO. After a while with
that he played Horizons. Now he is playing
Lineage and waiting for the new EQ to come out.
That or World of Warcraft. - (May 27, 2004)
27Whats in Line for the Future?
- Veteran Rewards
- Sony Credit Card
- /pizza
- Sony auctions
- Anarchy Online funded by in-game ads
- Virtual goods exchange (e.g., Sony auction)
- More player involvement (player-driven cities,
mayors, player council) - transforming business models (micropayments,
pay-for-content model - a look at South Korea and China
28Whats in Line for the Future?
- The forecasted 580 million 2005 China game
market, has been dominated by one very particular
type of game, the massively multiplayer online
game or MMOG.these MMOG products are expected to
make up over 75 of the China game market in
2005. - (From The Service-Oriented Game Industry Paving
the Way for New Business Models, - DFC Intelligence, September 2005,
http//www.dfcint.com/game_article/sep05article.ht
ml)
29Resources
- Ariadne - Understanding MMORPG Addiction
(Nicholas Yee)http//www.nickyee.com/hub/addictio
n/home.html - Avatars Offline (shortened education version
Virtual Worlds Inside Online Games)http//www.av
atarsoffline.com/ - Daedalus Project (Nicholas Yee)http//www.nickyee
.com/daedalus/ - DFC Intelligence Game Industry
Researchhttp//www.dfcint.com/ - International Game Developers Association Online
Games SIG http//www.igda.org/online/ - Massively Multiplayer Online Games The Past, The
Present, and The Future.http//archive.gamespy.co
m/amdmmog - MMOGshttp//en.wikipedia.org/wiki/MMOG
- MMOG Research by Constance A. Steinkuehlerhttps/
/mywebspace.wisc.edu/steinkuehler/web/mmogresearch
.html - MMOGCHART.com (Bruce Woodcock)http//www.mmogchar
t.com/ - Social Study Gameshttp//socialstudygames.com/
- Terra Novahttp//terranova.blogs.com/
30Select Readings
- Bauman, S. (2004, September 14). Just one fix.
Computer Games Magazine. Retrieved from
http//www.cgonline.com/content/view/26/40/ - Becker, D. (2002, April 12). When games stop
being fun. CNET News. Retrieved from
http//news.com.com/2100-1040-881673.html - Hughes, N. (2005, June 9). Multiplayer mayhem.
Gainesville.com. Retrieved from
http//www.gainesville.com/apps/pbcs.dll/article?A
ID/20050609/ENTERTAINMENT/50609018/1004/entertain
ment - Kosak, D. (2003, March 7). Why is Korea the king
of multiplayer gaming? Gamespy. Retrieved from
http//archive.gamespy.com/gdc2003/korean/ - McCandless, D. (2003, April 3). Just one more
go.Guardian. Retrieved from http//www.guardian.c
o.uk/print/0,3858,4639233-110837,00.html - Palma, K. (2003, January 12). The New Addiction.
Eagle Tribune. Retrieved from http//www.eagletrib
une.com/news/stories/20030112/LI_001.htm - Strahan, A. (2003, January 24). EverQuest Widows
Unite. G4. Retrieved from http//www.g4tv.com/call
forhelp/features/34038/EverQuest_Widows_Unite.html
- Schwartz, J. (2000, May 17). Silicon Dreams Real
life and virtual life intersect as technology
affects the way we think and live. Washington
Post, Page G03. Retrieved from http//www.washingt
onpost.com/ac2/wp-dyn?pagenamearticlenodeconte
ntIdA12190-2000May16notFoundtrue - Waters, D. (2005, February 17). Losing yourself
in online gaming. BBC News (UK Edition)
Technology. Retrieved from http//news.bbc.co.uk/1
/hi/technology/4265407.stm