MMORPGS – Some Further Thoughts
I’ve been talking about massively multiplayer online role play games, focusing on World of Warcraft (WoW). Here’s a potpourri of further thoughts, mostly points that my young-adult informants wanted other adults to consider.
- In the real world, actions have consequences. Parents and educators reading this may note with distress, as I do, how little the consequences of poor school performance matter to some kids. I’d speculate that most gamers care about the consequences of their play.
- My informants especially wanted parents to notice an implication of the intersection of Real Time play and “actions have consequences.” Much of the play in WoW is based on coordinated actions among a group of players. There’s a strong sense of obligation to team members – surely a quality we’d like to encourage. When players answer the repeated call to come to dinner, or to Get to Bed!, they may have to abandon friends n the middle of an action, and the friends may get hurt as a result. My informants aren’t saying kids shouldn’t sleep or eat. But they think the negotiations between parent and child may go better if both sides of the negotiation see that the other has a good point.
- That idea expands: They want readers who don’t play to understand that there’s a remarkable variety of game types. It’s important to understand that the MMORPGs are played in a universe that continues 24-7, where you know only a small fraction of the players, and that all play is in Real Time (RT). There are other, important, turn-based games, like Civilization 3, where you can think as long as you want. There are games you play by yourself, against the computer; and others where you get together online with a group of firiends, where you agree to meet online at a certain time and play until someone wins. There are blends: See, for example, Starcraft, where you can play the computer, or agree to go online with a group of friends at an agreed-on time. Once you’re on, the play is RT. But there’s an end point, where someone wins, just like a board game. These are all different from MMORPGs, where the game goes on, with you or without you – there’s no end point where someone wins. (All these game types seem to me to have real-world parallels.) It’s important for parents and teachers to understand the distinctions, because the characteristics influence when, how, and how long kids typically play them.
- I said to Paul, “Games reflect the future world of work: working online, remotely, nongeographically; often working with people you’ve never met, half way around the globe; communicating by IM, voice and email, making extensive use of codes that allow efficient communication, maps, data, facts…” He said, “Future? Look at how I work right now.”
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Here’s an intriguing real-life example of real-world effective intelligence increasing as a result of gaming – Thanks, Laura:
Researchers found that doctors who spent at least three hours a week playing video games made about 37 percent fewer mistakes in laparoscopic surgery and performed the task 27 percent faster than their counterparts who did not play video games.
- I was worrying about grades and sleep. A disgruntled gamer said to me, “At least we aren’t out getting drunk, then driving home.”
- What I call “My Pinball Epiphany": May, 1958, I’m playing the pinball machine at the Ecoma, at the corner of Main and Lake, North East, PA. I suddenly think “Boy! If I studied as hard as I play this, I’d be amazing.” Then I go back to my game.
- For many kids, and some of my informants know this firsthand, gaming is one of the few contacts in which they’re valued, one of the few places where they can excel. (See my post, The Social Life of Dungeons and Dragons.
- And this kicker from Paul: “If a kid gets social and cognitive stimulation from a game more than from school, and insists on playing at the expense of school, is he necessarily addicted?”
My goal in these two long posts? To encourage you, talking with your kids about gaming, to ask not “Why does he play this game?” but rather “Why does he play this game?”
Some References
Here’s a general introduction to the variegated world of video games, and the differences among them.
Also from Wikipedia, here’s some background on World of Warcraft (commonly abbreviated as WoW).
Thotbot: World of Warcraft intrigues me. It describes itself as “a database for quests, mobs, spells/abilities, maps, items and more, being constantly updated through players transmitting data from an in-game interface…” When I read that, I hear “cooperative research” and other real-life skills.
There hasn’t been much scholarly work about video games. I own James Paul Gee’s What Video Games Have to Teach Us about Learning and Literacy, but haven’t read it. Here’s a review.
Online games, and especially MMORPGs, are a major part of our cultural landscape. We need to understand a lot more about them. We need research fact more than we need unformed opinions like mine. But so far, we don’t even know what questions to ask.
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Michigan State University is offering a master’s degree through which students can complete a course of study in “serious game design.”
I’m sorry to see, at least in this brief reference, the implication that only “serious” games, “games with a purpose beyond entertainment, including but not limited to games for learning, games for health, and games for policy and social change” are taken seriously by the program, but perhaps that’s just a quibble from a U of M grad.
Action Video Games Sharpen Vision 20 Percent
This from Science Blog: Video games that contain high levels of action, such as Unreal Tournament, can actually improve your vision.
Researchers at the University of Rochester have shown that people who played action video games for a few hours a day over the course of a month improved by about 20 percent in their ability to identify letters presented in clutter–a visual acuity test similar to ones used in regular ophthalmology clinics.
In essence, playing video game improves your bottom line on a standard eye chart.
“Action video game play changes the way our brains process visual information,” says Daphne Bavelier, professor of brain and cognitive sciences at the University of Rochester….
Having played World of Warcraft since beta and other online games I have seen both the negative and positive effect these kinds of games can have on people. Games like WoW bring thousands of people together to accomplish hundreds of quests or simple trade skills. From my experience playing with and making new friends from all over the world is the biggest draw for me with these kinds of games. Now when someone can not step away from the game and stops doing the jobs and tasks that are very important to making them successful in the real world needs to be address. I believe that is not just responsibility of parents and love ones to be aware but also the companies that makes these games. After all it’s just a game and the real world is a much better challenge for young people to take on.
Timothy has just defined addiction as it applies to video games. He assigns responsibility to the right people, too–players, parents and game designers. Nicely done!
Tom
I always like “responsibility,” that double-edged word.
If players, parents and game designers are all responsible for (to blame for) addiction, whose responsibility (obligation) is it to fix it?
Should schools be running anti-addiction programs? (I know my answer to that one!) Should parents be discussing the pros and cons of play with kids? Should game companies have a mandated responsibility to work against their own profitability interests, as we try to insist that tobacco companies do?