Friday, September 17, 2010

Reasons why people spend time in mmorpg

If there is no market, there is no business; If there is no demand, there is no supply.
For mmorpg business it is the same, if there is no such huge amount of mmorpg enthusiast, then there will be no vast mmorpg business out there.
Back to the origin before talking about the strategies of how to operate a business in mmorpg, first we need to study about the mmorpg enthusiast. WHY THEY SPEND TIME IN MMORPG?

According to onlinemassivemultiplayer.com, one of the reasons why is because it could help people to escape from reality, which mean if one has no money in real life, but inside the virtual mmorpg he/she could be a well-known tycoon; or, if one who is an anonymous person in real life, but inside the virtual mmorpg he/she could be a prestigious character, which mean all gamers inside that particular game know him/her well!

So, it means if they put effort in the mmorpg, whether they want to be a hateful character or honourable character, they will have their desired outcome in the end - which is fun. (what i mean here is, in reality you might put a lot of effort in one thing, but in the end you receive nothing back). For example, in the virtual world, if you want to be a hateful character, like simply killing other newbies, or disturb others from completing their quest, you won't be arrested, unlike in real world, if you commit crime you would be arrested.

The second reasons is 'Connect with friends and family online in a fun and entertaining way that is relatively low cost.' For example, you can explore the virtual world together with friends, choose your favourite character (Like Silkroad online, you can select either a Hunter, Trader, or a Thief), form your own guild or clan with your friends and also recruiting other players, participate in-game events, or have clan wars and dispute with other clan and etc. So, it is relatively cheaper to entertain yourself. Even if one playing him/herself will not be alone because he/she can meet other players all around the world, which is real people.

In my opinion, it in fact bring benefit to me instead of wasting my time like what we always heard from others, but to be fair, it has its pros and cons of course. The benefits like learn and share experiences with each others which are not just game-related topic, for example, I remember last time before Skype or any team-speak software became popularize in local, I had already knew what is team-speak software all about from some Western gamers inside the mmorpg (Silkroad online, they are cool, they made the software themselves). Besides that, socializing and knowing others in mmorpg can widen one's vision because they can meet different peoples from other countries. Anyway, there are still a lot of hidden benefits in the experience of playing mmorpg.

We are pleased if you guys can contribute other hidden benefits of playing mmorpg! =DD

References:
Benefits and Drawbacks of Less or More Time Playing MMOs during an Economic Depression | Online Massive Multiplayer.com, 2010 Online Massive Multiplayer.com, viewed 17th September 2010.

8 comments:

  1. Dear Clement and Ung Shian,

    I’d like to share some insights (from several articles) on the issues relating to MMORPG.

    • Positive effect
    Blaha (2006) found that online gaming can help improve interaction in a relationship, in which MMOs(Massively Multiplayer online) are places for relationship expression and maintenance. MMO can be a place for socializing, including playing with friends and family and also meeting new people through these games. This can be helpful for those who are shy.

    In addition, BusinessWeek (2006) reported that online games can be way to escape from stresses and worries. Blaha (2006) added that escapism can be a factor that motives people to play MMOs. Through this, players can create a reality of their own and do anything they please which can help them to escape from their real life worries.

    In other words, they are allowed to explore different personas through role-playing. This can also help build one’s self esteem.


    From another angle, there are certain negative effects related to the MMORPG.

    • Negative effect (health)
    In terms of health effects, some hardcore gamers are known to have played the online games all day long and neglecting their health. BBC News (2005) reported that these online games (multiplayer gaming) are so engrossing and they are not games which one can play for 20 minutes and stop. For example, some players are so obsessed with winning the games that they are willing to go to the extent of skipping meals and sleeping time.
    As a result of this, some of the hardcore players suffer from deep vein thrombosis (as a result of sitting too long), heart failure and also exhaustion.
    BBC News (2005) also reported that a young man went into cardiac arrest and died after playing continuously for 50 hours.
    Some players who are too immersed with these games could even resort to suicide when they lose in the online games.
    Chuang (2006) mentioned that excessive online gaming can lead to epileptic seizures.

    • Negative effect (relationship)

    Next, in terms of relationship, some hardcore gamers may be playing excessively that they neglect their loved ones (uninvolved in the online games). According to BBC (2010),a S.Korean couple was arrested after causing their infant child to die of starvation. In this case, they became obsessed with raising a virtual baby on a role-playing game and abandoned their own real baby.
    Furthermore, these online games may be cause one to be more aggressive and lost their self control. It is found that there is a correlation between online game addiction and aggression. For example, Guardian (2010) reported that a Korean young man continued on with the online game even after murdering his mother as a result of her nagging him for playing excessively.
    This is a possible explanation on how excessive online gaming can lead to lost of one’s conscience.



    References:


    BBC News 2010, South Korea couple tried over dead 'web neglect' baby, BBC News, viewed 17 September 2010, http://news.bbc.co.uk/2/hi/8600517.stm.

    BBC News 2005, South Korean dies after game session ,BBC News, viewed 17 September 2010,
    http://news.bbc.co.uk/2/hi/technology/4137782.stm

    Blaha,A 2006, ‘MMOs as therapy: A therapeutic tool or a barrier to psychological growth?’ ,viewed 17 September 2010, http://www.trinity.edu/adelwich/worlds/articles/trinity.amy.blaha.pdf.

    Business Week 2006, Online gaming: Korea’s gotta have it, viewed 17 September 2010,
    http://www.businessweek.com/magazine/content/06_37/b4000070.htm


    Chuang ,YC 2006, ‘Massively multiplayer online role-playing game-induced seizures: a neglected health problem in internet addiction’, Cyber psychology & Behavior
    vol.9, no.4, pp. 451-457.

    Guardian 2010, Girl starved to death while parents raised virtual child in online game, Guardian.co.uk ,viewed 17 September 2010,
    http://www.guardian.co.uk/world/2010/mar/05/korean-girl-starved-online-game

    ReplyDelete
  2. Hi Sandra, nice source, thanks for the information!

    ReplyDelete
  3. Hi Clement and Ung Shian,

    In my opinion, the bad sides of playing MMORPGs have to a certain extent been exaggerated. There are indeed both good and bad sides of MMORPGs, but the benefits of these games are rarely highlighted due to the negative effects shown in society especially teenagers.
    Actually MMORPGs can be designed as an educational tool in schools. Although these virtual games seem to be causing players to be immersed in fantasy world, it is found t hat MMORPGs help to expose learners to reality which is not possible in the traditional classroom. In addition, the virtual games provide much more safety compared to normal classroom environments. For instance, any action can be reversed easily in the game. Students who are shy also have a chance to express themselves through MMORPGs (Riegle & Matejka 2006).
    This shows that playing MMORPGs is not necessarily a bad thing if it is utilised properly like games designed to help learning in school. In my humble opinion, it can facilitate better learning as it is more interesting for students rather than reading books every day.

    There are always 2 sides of the coin. The root of the problems stemming from MMORPGS is basically addiction-when the player refuses to do anything else other than indulging in the virtual world. This is because MMORPGs are not boring and repetitive like traditional video games. In fact, social interaction is extremely important to collaborate with other users in order to reach higher levels (Ng & Hastings 2005). This is where the problem seeps in as players get so used to interacting online that face-to-face conversations in reality become difficult. Players prefer to socialize in the virtual world instead of reality. In fact, the study by Ng & Hastings showed that players regarded MMORPGs as a form of social entertainment. This can cause breakdowns in relationships with family and friends as they are so immersed in their own gaming world.

    References:
    Matejka, WA & Riegle, RP 2006, ‘ The learning guild: MMORPGs as educational environments’, 22nd Annual Conference on Distance Learning and Teaching, viewed 20 September 2010.
    Ng, BD & Hastings PW 2005, ‘Addiction to the internet and online gaming’, CyberPsychology & Behaviour, vol.8, no.2 , viewed 21 September 2010.

    ReplyDelete
  4. Yes i agree! In third party view, like you and me will think that it is really bad for those who indulge in MMORPGs, but, from MMORPGs business perspective it in fact benefits themselves (anything that we deemed 'bad' could be 'good' for MMORPGs business), because they can utilize the opportunity to gain from those addictive players, by encouraging them to purchases in game 'cash item'.

    For example, nowadays most MMORPGs don't allow the players to talk in 'global chat' unless they buy the specific in-game 'cash item', like 10x 'global chat scroll' = RM 1. This is one of examples showing how the MMORPGs business had carried out their strategy to target those players who are shy and get used to chat in virtual world or online games.

    ReplyDelete
  5. Another possible benefit for online gaming is the wide potential of the MMORPG business. (More specifically, the underground business relating to MMORPG) According to an article which I read, a gamer can earn real-world money just by playing and trading items earned in the virtual games. Gamers mine virtual worlds for currency, build virtual real estate empires and even sell their virtual bodies—all in the name of real-world profit. (Forbes 2006) Why is this business underground? These businesses are usually secretive and only known among a certain group of people as game developers will ban people who engage in activities like this as it’s reducing the game developers’ profits.

    Just for thought, imagine if a person can just play MMORPG games and is able earn at least $4000 monthly income (Forbes 2006) without having to go through the 8am to 5pm daily work; the tough working hours which many people are going through nowadays. These are usually single players or “lone rangers” where they operate on their own.

    There is also another type of business where ‘macros’ and ‘exploiters’ will employ other gamers (so-called agents) to farm virtual money and more than of 80% the real-profits goes to the employers. The real money is made by the people with the resources and the right programs. Take for example; the agent gets only an inadequate $150 whereas the employers earn at least $60000 in a 12-hour farming session. (UGO 2005)

    The potential of MMORPG business is just limitless, as there are more and more businesses that are set up with sole purpose of “farming” virtual money and accounts. These virtual objects can be used to trade with other players all over the world who will pay these people in real cash.

    A downside to this is that this sort of activity is actually causing problems to game developers. In May 2006, Blizzard, the publisher of World of Warcraft, was reprted to have banned over 30,000 gamers who were using automated processes to harvest gold, and removed over 30 million gold pieces ($4,048,582, according to GameUSD.com's latest exchange rate) from the game's economy. (Forbes 2006) Certain countries where the activity of “virtual farming” is rampant, governments have intervened and imposed certain restrictions.

    References:

    Laurence H, M Holland and David M Ewalt 2006, Making Real Money In Virtual World, Forbes.com, viewed 27th September 2010, http://www.forbes.com/2006/08/07/virtual-world-jobs_cx_de_0807virtualjobs.html

    Lee, J 2005, Wage Slaves: MMO Goldfarming from 1UP.com, 1UP Network, UGO Entertainment, viewed 27th September 2010, http://www.1up.com/do/feature?cId=3141815

    Murano, G 2009, 10 Most Bizarre Gaming Incidents - Oddee.com, Oddee, viewed 27th September 2010, http://www.oddee.com/item_96657.aspx

    ReplyDelete
  6. I would like to give additional information on other negative effect on health related problems due to MMOPRG addiction. Did you know about medical problems such as Deep Vein Thrombosis (DVT) or the Carpal Tunnel Syndrome? These are some of the more common medical problems that arise due to excessive use of computers.

    Carpal Tunnel Syndrome: The lifestyle of heavy usage of computers as it requires your hands to use keyboards and mouse. Your wrists are pinned on a surface for several hours resulting in numbness. “The bones of the wrist form a tunnel for these nerves and tendons, and when the nerves in the wrist area get irritated it can cause a lot of pain and discomfort.” (Sheeman 2010)

    DVT or aka Deep Vein Thrombosis

    Deep vein thrombosis (DVT) is the formation of a blood clot, known as a thrombus, in the deep leg vein. (SIR 2010) When the circulation of the blood slows down due to illness, injury or inactivity, blood can accumulate or "pool," which provides an ideal setting for clot formation.

    Deep Vein Thrombosis and Pulmonary Embolism Overview – SIR 2010, Society of Interventional Radiology (SIR), viewed 27th September 2010, http://www.sirweb.org/patients/deep-vein-thrombosis/

    Dr. Sheeman, M 2010, Carpal Tunnel Syndrome - Wrist Pain | Richmond VA HealthSource Chiropractic Care, SEO Company, viewed 27th September 2010, http://www.richmondchiro.net/health-conditions/carpal-tunnel/

    ReplyDelete
  7. Other than using different identity to do things that people can’t do in real life, enjoying time with relatives and friends, meeting people to widen views and share experience. Online gaming can help people with their health. Playing online games can help recover from illness. Recent research has shown that playing puzzle and word games decreases the risk of Alzheimer disease.

    In addition, customers can boost memory and develop Cognitive Skills by playing online games. It can also help people build intelligence. New research paints a decidedly different picture of the WoW addict. Instead of producing anti-social adults, WoW and other MMORPG's are moulding intelligent problem-solvers. (SENDERS, 2006)

    Many other researches have proved the positive effect of playing online games on the youngsters' mind. Word, puzzle and trivia games enriches the children's speech; classic computer games such as Tetris benefits the kids' ability to focus, analyze shapes, think and plan ahead; board games like backgammon and chess can help in the area of thinking skill and so on. (Rivers, 2010) In 2006, the not-for-profit Starlight Starbright Children's Foundation released several online games designed to help children understand and cope with serious illness. (Buzzle.com, 2010)

    So gaming environment is a good place to relieve stress to further help people is mentally strong. It helps build teamwork skills as well which is proved by live cases.
    Article click, 2010, The Advantages of Online Games, http://www.articleclick.com/Article/The-Advantages-of-Online-Games/1038367
    Buzzle.com, 2010, The Healthy Benefits of Online Games, viewed October 10th, 2010
    http://www.buzzle.com/articles/the-healthy-benefits-of-online-games.html
    Rivers S, 2010, Advantages of Playing Online Games, viewed October 10th, 2010
    http://ezinearticles.com/?Advantages-of-Playing-Online-Games&id=628074
    SENDERS Z, 2006, the hidden benefits of online gaming, Viewed October 10th, 2010
    http://media.www.jhunewsletter.com/media/storage/paper932/news/2006/10/19/Opinion/The-Hidden.Benefits.Of.Online.Gaming-2380283.shtml

    ReplyDelete
  8. HELLO there!
    Despite of all the negative effect of playing MMORPG, yes I do agree that there is also much more hidden benefit of playing MMORPG games!
    First of all, I would think that yes it is a way that can help gamers to escape reality, whereas they can put down their workload, stress and release all these “feelings” into the game. In reality, they may be nobody, but perhaps in virtual world, they are someone that people do talk about – although it may not be realistic, but it is definitely a way for people to release their feelings. Take for example, the feeling of sad could turn to joy if they were to pick up a rare item or have accomplished something important in the game. That would definitely make their day! =)
    Besides that, in addition to your hidden benefit I also believe that doing things together as a group or team is actually fun. In MMORPG games, if we get together with a group of friends, doing quests and group activities together, it may actually promote teamwork and also create fun and joy together. Besides that, I personally believe that playing MMORPG game can also help to reduce some social problem. Do not think from the negative side of effect, if we look positively, teenagers if they spent time at home playing these MMOPRG games, they would be less exposed to the social problem that we always come across in the newspaper. Take for example, thievery, drug addict and etc. Therefore, it may actually help to reduce risk of the teenagers being exposed to bad influence. Of course this is done under control of the number of hours played by users. If not, it may turn out to be another social problem also.
    Hence, as a conclusion, MMORPG game, if taken in a reasonable dosage, it is actually the opposite of harmful. Thanks to many of the MMORPG games advantages and their contribution to thinking skill development, parents can allow their children to play them, and play them themselves.

    References:
    The Benefits of Playing MMORPGs, SQUIDOO2010, last viewed 10 October 2010, http://www.squidoo.com/the-benefits-of-playing-mmorpgs

    ReplyDelete