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Addiction to Online Games - And How to Cure It by Andrei Podberjoskin
"When
players of massive multiplayer online roleplaying games (MMORPGs) talk
about ""death penalties"", they refer to the
resources they lose when the character they are playing dies. Usually
this can be anything from invested time, items they acquired in long
play sessions or their virtual currency. Recent games, like World of
Warcraft (WoW) avoid that penalty in order to make the game
""more fun"". Unfortunately it's not as easy to
remove real casualties that result from those games - from suicides of
addicted players to parents who neglect their children to the point
they starve while they are playing World of Warcraft.
Not
all stories of excessive play end that bad, but the extent of the
problem is being underestimated. Those high profile cases are
certainly the saddest examples of what can result from excessive play.
But in regards to the people who are affected by serious online gaming
addiction, they represent only the tip of the iceberg. What goes
unnoticed are the thousands of stories of players who get involved in
an online game to the point that they seriously neglect or even
abandon school, work, friends and families. There are no statistics on
the depressions that result from extensive immersion in virtual
worlds. There are no statistics showing how many careers have been
destroyed this way. There are no statistics showing how many divorces
this has caused.
As
one of the oldest MMORPGs, Everquest is still very popular with around
450,000 subscribers. A google search for ""everquest
addiction"" returns 234,000 results. But it gets worse:
Final Fantasy XI currently has 650,000 players and it's still growing
fast. Number of results returned for ""final fantasy xi
addiction""? 2,140,000. That's 10 pages for every single
gamer. While not all of them are directly related to cases of
addiction, it certainly shows the importance of the issue. If for
every player of a game, ten feel compelled to discuss a possible
addiction, it's a phenomenon that has to be taken seriously.
There
are also signs in the offline world that this problem is existing and
growing. In July 2006, the first detox center for gaming addicts in
Europe opens in Amsterdam. More than 20 players have already been
enlisted in the 8 weeks program. They range from 13 to 30 years of
age, showing that this is not something that only happens to
teenagers. In Canada and the US there are already multiple clinics and
even in China a facility has opened already.
Families
and friends of affected players are often at a loss as to how they can
help them. Addicted players will often react disinterested or even
aggressive when confronted with their behavior. They become socially
isolated, no longer accessible to persons that used to be close to
them and tend to loose interest in anything that happens outside of
their game worlds. A successful anti-addiction strategy thus has to
come from within.
One
possible solution was unintentionally described over a hundred years
ago: ""There are only two tragedies in life: one is not
getting what one wants, and the other is getting it "" Oscar
Wilde might have got it dead on for online gamers. Constantly
struggling in their virtual world to get better equipment, more money
and a higher level and looking for a way to advance faster, online
gamers are usually trapped in a vicious cycle. But what happens if
those challenges become obsolete? If they simply achieve those goals
without effort? What if you can cheat?
Single
player games have cheat codes, allowing you to bypass any difficulties
of a game with a few ""code words"". Everyone who
used a cheat code in a game knows, that from there on the hours of
entertainment are numbered. It is simply no longer of interest to
invest your time since all achievements have become meaningless.
Fortunately for addicted players, this also holds true for online
games. Only, there are no cheat codes. What there is though, are
unintentional flaws, glitches and bugs in the games. If you know them,
you can skip difficult parts, get rewards with ease and cut down on
the time investment significantly. Swimming in virtual currency after
a few mouse clicks tends to remove the incentive to ever spend hours
again, trying to get it.
There
are sites that specifically research those loop holes in order to
outwit the game companies. Depending on the game someone is addicted
to, they can find help. For Everquest, Final Fantasy XI and World of
Warcraft exploits are by now freely available through a simple google
search. If you want to help someone, compile a list of those sites.
Alternatively you can use the resources provided below:
http://www.strategyfreaks.com/games/auto_assault/
- http://www.strategyfreaks.com/games/dungeons_and_dragons_online/
- http://www.strategyfreaks.com/games/eve_online/
- http://www.strategyfreaks.com/games/everquest_2/
- http://www.strategyfreaks.com/games/final_fantasy_xi/
- http://www.strategyfreaks.com/games/guild_wars/
- http://www.strategyfreaks.com/games/lineage_2/
- http://www.strategyfreaks.com/games/runescape_2/
- http://www.strategyfreaks.com/games/star_wars_galaxies/
- http://www.strategyfreaks.com/games/world_of_warcraft/
Point
addicted players to those resources - chances aren't bad that they end
up curing themselves. Even if the addict won't stop playing instantly,
making the game less attractive for them will help you with your
future efforts when you're offering help.
Unorthodox
problems ask for unorthodox solutions. If you know somebody who is
trapped in a virtual world, why not give it a try?"
About the Author
About
the author: Andrei Podberjoskin is the senior editor of http://www.strategyfreaks.com.
His primary research and editorial areas are wow exploits and ffxi
exploits. Strategy Freaks is a community based website that provides
guides, macros, bugs and exploits for MMORPGs. Feedback and comments
will be highly appreciated at asp@strategyfreaks.com.
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