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Word Count: 1879
Mmorpg's Influence on Users as People
Playing mmorpgs is a small hobby of mine. Once it took up about 30 hours a week of my time. Noticing many changes in my life during this period, understanding why on a macro scale would benefit me. One of the changes I experienced was less desire for human contact. Constant thought about the game Everquest, during school, work, and all other activities during the week. If I wasn't playing I was online researching the game and that which I could do to improve my character. My grades dropped, motivation dropped, and I lost my tan. These styles of games brings in immense revenue for game designers. The newer and more intense games always bring in more money and mmorpgs is a relatively new style of game. This provides for much improvement, or basically many new mmorpgs able to be made to make money. These games will improve real time and 3D graphics. It will also create a demand for faster Internet and faster computers. Today's computers capabilities are good enough for surfing the net and word processing, but games are always pushing the limits of our personal computers. These games have had a huge impact on the users as well as the industry. There are many sad stories that correlate with the addiction of mmorpgs. There is much relaxation and the feeling of achievement that many players have obtained too. Tons have lost much time being involved in this. Of course there are some that learned to type in the attempt to communicate with other players, like me. Bottom line is that the influence of mmorpgs has reached its time consuming fingers into many places. When looking at the figures on the percentages of users who spend ridiculous amounts of time playing these online games. The information from "Adriadne" made my stomach turn. Look at people who have played for continuously or more than 10 hours. At any age range over 60 percent of online players have done exactly this. From the ages of 23 and 28 the percentage is the highest. Roughly 70 percent. This of course extends to loose of sleep. The average amongst all the age ranges is very close to 45 percent of all online gamers. Imagine what these people are giving up or could do with their lost time, besides sleeping. Furthermore, over 30 percent of one of the major mmorpg, Everquest, strongly agree that they have a need to play 33 hours per week. As their life problems increase, so does the average amount of time they play. This whole fantasy world becomes an escape. Look at this from a more physiological point of view. There are motivating factors that creates an emotional outlet that gives satisfaction. A person has low self-esteem. In this fantasy world he feels competent and powerful. Another may fell undervalued, that their relationships are not good.
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