MMORPG Essay

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MMORPGs Are Changing the World “Massively multiplayer online role playing games are highly graphical 2 or 3-D videogames played online, allowing individuals, through their self-created digital characters or “avatars,” to interact not only with the gaming software but with other players’ avatars as well” (Childress and Braswell 189). MMORPGs are helpful because they will help change the world by helping individuals to learn. In order to understand the importance of having MMORPGs in school to help students learn, help people learn skills to apply to their job, and help with mental health, we will merit a closer look. “Second Life, the MMORPG used for this project, is one such portal into an online virtual world. Second Life provides a special …show more content…

MMORPG can help children with social anxiety. Just doing basic puzzle games online can help lower stress, anxiety, and help with your mood. MMORPGs can help with anxiety: “Owen Harris, a game developer in Ireland, developed a game using Oculus Rift called Deep that essentially leads you into breathing exercises as you experience a peaceful, underwater world that responds to your breaths” (Ashley np). Deep can help people with anxiety calm down and relax. There are online games that help a depress person explain what it is like to have depression: “Games that do a great job at this include Depression Quest–a choose your own adventure game that lets you walk through the life of a depressed person–and Elude–a game that offers metaphorical representations of emotional landscapes” (Ashley np). Although MMORPGs are helpful for many reasons, there are also harmful …show more content…

Problematic gaming has also been associated with increased aggression, low sociability, and low satisfaction. One study found decreased activity in reward processing centres of the brain in those frequently playing World of Warcraft, which is a similar deficiency found in substance abuse” (Swiftwater np). Some researchers say that teens are not addicted to online games: “But what about teens who seem to spend most of their leisure time on games? Heavy gamers — more than an hour a day — actually spend more time reading for pleasure (55 minutes daily) than teens who play no video games at all (41 minutes), according to the Kaiser survey. And Kaiser found only 13 percent of adolescents were heavy gamers” (Glazer 940). The teenagers that are considered the heaviest gamers are the teens that are reading the most. Even though some researchers have said that MMORPGs are harmful and addictive, MMORPGs are helpful with mental health, students learning in school, and skills the users learn that are applied to their

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