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Massively Multiplayer Online Role-Playing Games
Massively multiplayer online role-playing games are a genre of computer games developed in the 1990s and made popular in the 2000s by games such as World of Warcraft. MMORPGs are characterized by virtual narrative environments in which players must create avatars and collaborate with other players to achieve goals. MMORPG is a genre that represents specific technological and social histories that often carry stigmas for gamers. The genre has inspired sustained debates about such topics as the ways in which players may become addicted to virtual communities, the economic ethics of the gaming environments, the real-world practices associated with game play, and the extent to which the genre represents “new worlds” or perpetuates existing modes of dominance. MMORPGs have inspired acute attention from researchers, who investigate the gaming environment, the technical aspects of the software, the formation of virtual communities, and the real-world experiences of players.
MMORPGs, like other digital media, have been promoted and heralded by some as “new worlds” or “frontiers” that exist simultaneously with, yet apart from, the offline world. Edward Castronova is a leading investigator of MMORPGs, arguing that the genre comprises unique new frontiers that offer participants fully developed worlds in which players perform complex identities. Increasingly the distinction between online and offline is becoming impossible to define, and the marketing of MMORPGs often includes promises of ownership and the ability for players to redefine reality in a virtual setting. However, as David Gunkel and Ann Hetzel Gunkel argue, programs such as Second Life perpetuate individualism and colonialist ideologies of discovery and expansionism by promising players opportunities to re-create themselves online; therefore, the gamer is hailed as an active agent with the ability to manifest whatever identity he or she chooses.
History of MMORPG Genre
Although genre distinctions often become blurred in digital media, it is important to note the history of MMORPGs as having descended from real-world role-playing games (RPGs). MMORPGs are situated culturally in the interpersonal RPG genre, which formed the inspiration for and logistical basis of computer RPGs that later evolved to include online multiplayer platforms. Games became “massively multiplayer” as Internet access expanded and game-hosting capabilities grew.
There is some debate about what the MMORPG genre includes, specifically regarding programs such as Second Life, which are virtual communities but do not necessarily involve gaming. A narrow interpretation of MMORPGs may consider games such as World of Warcraft to involve virtual communities that are distinct from those of Second Life, because the latter does not share the evolutionary track of fantasy RPGs. However, Second Life is often discussed in popular and research discourses as a MMORPG, with the emphasis being on the fact that Second Life is “massively multiplayer” and does involve the use of avatars and role playing. Nevertheless, the development of MMORPGs such as Ultima Online and World of Warcraft in a specific cultural context informs the treatment of MMORPGs in gaming communities and publications, as well as explaining stigmas often attached to participants.
Addiction
MMORPGs have spawned cultural controversies regarding the practices of players both within the virtual-gaming interface and in the real world. First, the role-playing aspect of the genre involves players controlling avatars and creating characters that exist in the game environment. Evidence shows that some avid players may develop addictions to the gaming environment, playing so continuously that they damage their health, interpersonal relationships, or careers. The common colloquialism “Warcraft widows” refers to partners of MMORPG enthusiasts feeling abandoned by players who spend immense amounts of time in the game environment. Gaming addiction has been of growing concern in the developing field of cyberpsychology, with researchers arguing that young adolescent players who believe their online avatars are superior to themselves or who wish to emulate their avatars are most likely to develop addictions to MMORPGs.
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- Barthes, Roland
- Berger, John
- Bordo, Susan
- Boyd, Danah
- Doane, Mary Ann
- Douglas, Susan J.
- Ellul, Jacques
- Fiske, John
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- Giroux, Henry
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- Hanna, Kathleen
- hooks, bell
- Jenkins, Henry
- Jervis, Lisa
- Jhally, Sut
- Kellner, Douglas
- Kilbourne, Jean
- Kruger, Barbara
- Lasn, Kalle
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