Massively Multiplayer Online Role-playing Games (MMORPGs) are a growing internet space that incorporates a mix of online social interaction and more traditional character building from role-playing games. The basic game play of most MMORPGs centralizes around making your character stronger through various means, and building social network of other players and non-player characters (NPCs) for either the purpose of interaction, or to accomplish a common goal. The method of both these activities is where the potential for problematic internet use (PIU) (Caplan 2004) resides. Caplan defined PIU as “maladaptive cognitions and behaviors involving Internet use that result in negative academic, professional, and social consequences.” (Caplan 2004) In examining these factors, I will use World of Warcraft (WoW) as the reference point for specific mechanics, but many of these concepts can be generalized to other MMORPGs, both from the past and ones that are currently live (meaning people still play them actively).
In Patrica Wallace’s The Psychology of the Internet (1999), she identifies several factors that are important in the potential growth of PIU in players. The first and foremost factor comes from how most MMORPGs handle the strengthening of a character. In WoW, this is achieved through two mechanisms. The first is the accruement of experience points through the completion of quests and the successful defeat of enemy units, often referred to as “mobs” in the WoW community. This model of reward of character development most closely resembles B.F. Skinner’s notion of “fixed ratio reinforcement.” After a certain amount of quests or mobs are completed or defeated, the player is rewarded with a level, and with it more points to spend on abilities. This is the lesser of the two mechanisms in terms of contribution to PIU.
The more problematic mechanism is the item reward system. Items are used to increase the player’s attributes. Some items are given as quest rewards or purchasable with in-game currency, but the best ones are obtained by defeating a difficult “boss” enemy. These usually require a group of players to defeat, meaning a greater time and social commitment than just playing by oneself. The rewards are not guaranteed either, there is a list of items each boss can drop, and each is associated with a probability, with only one or two items dropping per kill. This creates what Wallace calls operant conditioning: a variable ratio rewarding system that encourages players to keep defeating the same boss, over and over. The combination of powerful operant conditioning with a lengthy and significant psychological investment forms a real potential for PIU (one can see how invested players can get in these items here Warning: there is a lot of profanity and its rather loud. The page is also slightly incorrect, the audio is from players of another MMORPG called Dark Age of Camelot, not WoW )
Caplan(2004) came up with several other factors that also point out areas in MMORPGs that can attribute to PIU. His study involved whether psychosocial problems (mainly loneliness and depression) were indicators of PIU. His theory developed a flow chart for how PIU may come about in people with psychosocial problems. The first step is a negative self-perception of social competence by at risk people. This can lead to a preference to CMC for various reasons, such as the decreased amount of social cues and increased control over the remaining cues. From this preference can arise excessive and compulsive use. The individual can then form an even more negative impression of their real world social skills, and repeat the cycle to fall further into problematic behavior.
MMORPG’s share many factors with other spaces of the internet that would make them attractive to those with psychosocial problems. First, communication in the game is done through a mediated channel, mostly text chat. The mediated nature of text chat on the internet would be appealing to those who find more rich media intimidating. Also, the game offers another level of cue and perception control with customizable characters. A player can choose their gender, race, and character’s physical appearance when creating them, allowing a player to shape how they want to be seen by other players in the game.
In terms of uniqueness of these factors, none are really new to the internet. Operant conditioning is the basis for abusive gambling behaviors, and online social interaction can be seen as the basis for abuse of p but MMORPGs combine them in such a way that the lure to excessive and compulsive use of them is problematic for many players.
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Excellent post and analysis. It was well structured and argued, providing a clear point. I agree with the analysis, but I also think it would be interesting to look deeper at the variable ratio reward scheme you mentioned; loot. While I agree with the conclusion that the chance of getting a new better item keeps players coming back, but what makes it seem like a real need.
I mention this because unlike gambling where there is an actual chance of hitting the jackpot and winning big money, in WoW one is just wining a collection of data bits that modifies some statistics. I understand that in the context of the game it is an important path of improvement, but what makes that thought survive the transition to the context of real life?
Whether it’s the sense of prestige or social acceptance, what makes the especially troubled individuals, who play until they literally die, what makes it better than working hard to get a promotion?
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