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  The Digital Collegian - Published independently by students at Penn State NEWS
[ Wednesday, March 16, 2005 ]

Popularity of online gaming growing
Many Penn State students are beginning to play multiplayer role-playing games on the Internet.

For The Collegian

Online multiplayer games are a growing trend at Penn State, allowing students to momentarily forget about homework, but some are worried they might be addictive.

Massively Multiplayer Online Role-Playing Games (MMORPG) allow players to enter a virtual world with thousands of other players online. Players create a character to complete tasks, which earn them experience to improve their level.

Aaron Abramowitz (sophomore-computer science) said this aspect of the games causes students to play "to the point of ridiculousness."

Abramowitz said he has been playing MMORPGs since middle school, and he advocates them as a fun and cost-effective form of entertainment as long as they do not become an obsession.

To participate in the game, players must pay a monthly fee, which can be up to about $15 per month.

"They are a good money investment if you'd like entertainment," Abramowitz said. He added that the game fee costs less than going to a movie once a week for a month, but still provides hours of enjoyment.

Associate psychology professor Aaron Pincus said that for some students, these games resemble an addiction.

He added that like drugs, these games can arouse emotions and the nervous system, causing players to become dependent on the thrill the game provides.

Abramowitz said the fantasy adventure game Everquest has earned the nickname "evercrack" among its players because of its addictive quality.

Elliot Susel (sophomore-industrial engineering) said he plays MMORPGs, and that players seem to be attracted to the game because of the sense of accomplishment they feel when they complete each quest.

PHOTO: Carolina Villanueva
PHOTO: Carolina Villanueva
Aaron Abramowitz (sophomore-computer science) watches the trailers to the “highly addictive” Warcraft video game in his dorm room.

"Priorities shift a little bit so an hour or two of sleep is less important, or a bit more time on homework assignments isn't necessary," Susel said.

Gaming Association President Matthew Eliot said most people lose track of time when they play MMORPGs, but added that he does not think of it as an addiction.

Eliot said the format of the games, specifically the fantasy adventure game World of Warcraft, are enticing and time-consuming.

Abramowitz said that to save playing time, players have started to buy game items and levels from eBay, which creates a real world economy for the game and forces players to participate. Players sell items used in games, such as armor and characters whom have reached higher levels for as much as $1,000.

Susel said he enjoys the social aspect of Warcraft because when he connects to the game, 10 or 20 friends he's met while playing will be on the server.

"It's almost like how when you live in the dorms, you can walk down the hall and grab some people for dinner," he said.

Information, sciences and technology professor Jack Carroll, who specializes in human-computer interaction, said social relationships built online are becoming increasingly common.

"They are genuine, serious communities that have a lot of dimensions," he said. "They are intensely social."

MMORPGs are becoming more popular among adults, Susel said, adding that his parents play on his team. "Both my parents play World of Warcraft," he said. "It's funny because my mom will send me a message, 'Hey, what's up?' "


 

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Updated: Wednesday, March 16, 2005  10:33:29 AM  -4
Requested: Sunday, July 06, 2008  10:28:31 PM  -4
Created: Wednesday, May 07, 2008  6:52:42 PM  -4