Some call it “Evercrack”: Psychology of MMORPG
Tuesday, July 15th, 2008Dave “the hand of ” Munger at Cognitive Daily points to a study on the powerful effects of massive multiplayer online role playing games like World of Warcraft, Everquest, Dark Age of Camelot and others :
One type of game — one of the most popular types, in fact — hasn’t been studied nearly as much as the traditional arcade-style game: massively multiplayer online role-playing games, or MMORPGs. One of the studies of this type of game seemed to find that players weren’t more aggressive because the games foster cooperation between players.
But we’ve also heard — and seen, with Jim’s game-play, that MMORPGs like World of Warcraft can be more engaging and distracting than other games, sucking away hours and hours in seemingly endless online quests. Even if it turns out these games don’t promote violent behavior, is it possible that they have other detrimental effects?
….Sleep quality was significantly worse in the MMORPG group than the other groups, and the participants said the game interfered with their academics (although their actual academic performance didn’t suffer compared to the other groups). Yet the MMORPG group was significantly more likely than the other groups to say they planned to continue playing the game after the study was complete.
So is this behavior addictive? Smyth doesn’t offer an assessment, but the fact that the MMORPG appears to be negatively impacting several areas of these students’ lives — and that they continue to play on despite this — suggest it might be. But once again, we must be careful when generalizing results such as this. Just one MMORPG was tested, so we can’t say whether these results apply to other games. What’s more, the students clearly were getting some benefits from the game, building an online social network that was valuable to them. Despite these caveats, to me it’s surprising that such dramatic results occurred even when groups were randomly assigned to the games. Maybe nearly anyone could get “hooked.” Which is why I’m not especially interested in getting started.
We’ve known that gaming is a powerful behavioral tool since the early RAND wargaming studies, making MMORPGs a potential delivery system for education and occupational training in the 21st century
