Viewpoint—Moderation key with addictive online role-playing games

By Sarah Dea

Lately, I’ve noticed that a lot of my friends have fallen victim to the online game, World of Warcraft, or World of Warcrack, as some call it. Even my own brother has been seduced by its mysterious charm.

Some friends have admitted to investing upwards of 12 hours a day into this addiction. The gateway into this world is in a simple cardboard box found at your local electronics retail store.

The worldwide gaming industry has become a multi-billion dollar market. Burning Crusade, the first expansion pack for World of Warcraft, sold 2.4 million copies on Jan. 17, the first day of release. It was the fastest-selling PC game ever in Europe, the United States and Canada.

The targeted group for these games is males between 18 and 24 years of age, your typical college or university kid. However, today’s gamer is straying from the image of the overweight, unhygienic stereotype. Just about anyone these days can get swept up in this gaming furor, especially with the ease of access to these games.

The massively multiplayer online-role playing game or MMORPG realm is occupied by a few giants: World of Warcraft, Everquest and Second Life.

The point is for players to create a character so they can complete quests and gain experience that adds to their character’s “power”. Although this seems simple enough, this can lead to unhealthy amounts of time in collecting better equipment or completing other quests.

Teamwork is an essential component of the game and there is a high level of interactivity. Most gamers belong to a “guild” or team and they work together to complete missions and increase power. It’s sort of like a sports team, except, the social demands often lead into late-night gaming sessions.

This rampant addiction has yielded negative, sometimes fatal results for some players. In January, a couple in Korea visited a local Internet café. While they were busy raiding dungeons, their only child was at home alone. Hours later, they returned to find their child had suffocated. Needless to say, criminal charges of negligence were laid against them.

Perhaps the most notable case in this gaming epidemic is the story of Shawn Woolley. Five years ago, Woolley committed suicide at his keyboard with Everquest still running. His mother blamed his suicide on an event that occured in the game that pushed him over the edge.

While these are extreme examples of MMORPG hysteria, even the effects of extended play can be felt by the casual gamer. This can involve shirking work responsibilities, neglecting relationships and plummeting grades.

Other symptoms of gaming addiction, according to Computer Addiction Services at Harvard University, can include the inability to stop playing, lying to people about your activities, carpal tunnel syndrome, irregular sleeping patterns and dry eyes.

While these red flags are somewhat general, it’s still important to exercise common sense when it comes to these games. Basically, if you’re skipping sleep because you’re torn between equipping your Troll Shaman with “Nightblade” or “Claymore of Unholy Might,” you might want to check your priorities.

So are MMORPGs the devil incarnate? Well, not exactly. They can teach lessons in leadership and promote time and economic management skills. But as with anything, moderation is the key. As fun as it is taking down gargoyles with your friends, it’s important to remember that it is only a game. Real life still comes before your level 60 Orc Warlock.

As MMORPGs and computer technology become more sophisticated, reality and real life will continue to bleed into one another. Potential and current players should be aware of the serious time demands that these games involve.

It’s OK to play the game, as long as it doesn’t end up playing you.