Social Gamming: Playing the crowd
Hi, my names Benji, and I had a World of Warcraft Addiction.
Yes, itâs true, growing up in High school a few of my friends started playing World of Warcraft or WoW as it was also known, which lead me to buy and begin playing the game. It only lasted about a year and a half, but you know what the scary part is? I donât remember anything else in my life at that time but World of Warcraft.
So, what is it? As Techopedia (2010) explains, Warcraft is a Massively Multiple Online Role-Playing Game (MMORPG) which takes place in an online persistent state world with thousands, or even millions of players developing their avatars in a role-playing environment. The virtual world in which the game takes place is never stand still, meaning that even when you are logged off, events in the world are still occurring.
From what I remember of the game, I was an âUndead Priestâ whoâs name was âGotchaBackâ I was a healing type of avatar, so 16-year-old me thought that name was LOL. I can honestly say I was addicted to this game, I could wake up at start playing at 6am and still be there until 3am in the morning the next day. Video Game addiction is a real thing by the way, as DâAnastasio (2015) notes, experts estimate that more than 3 million Americans between the ages of eight and 18 could be suffering from video game dependency. I was defiantly one of those people, but in Australia. Munger (2008) notes that World of Warcraft can be more engaging than other games, sucking away hours and hour in seemingly endless online quests. Unlike other games WoW doesnât end, it goes on and on with characters roaming through different realms and meeting new people along the way. Lush (2011) states that people play MMORPG games often in desire to meet their social needs, thereâs a sense of friendship and self-esteem you develop with your team-mates.
In some dramatic cases, there has been deathâs due to extreme game play and exhaustion, but most people receive help like any other addiction. With some recovering addicts quoting DâAnastasio (2015) âI wanted to shut out real life totally. I just wanted to climb in the game and stay thereâ and âI decided that the progression of my WoW character was more meaningful than the progression of myself in real lifeâ
This sense of escaping the real world seems to be a recurring factor with those who get hooked on MMORPG games like World of Warcraft. Being a part of an online community where you arenât judge by physical appearance, what job you have, your gender or sexual orientation can be very appealing for some. I would know, Iâve been a part of it. Â Â
Reference:Â
 DâAnastasio, C 2015, âHow video game addiction can destroy your lifeâ VICE, viewed 2nd February 18 < https://www.vice.com/en_au/article/vdpwga/video-game-addiction-is-destroying-american-lives-456>
Lush, T 2011, âAt war with World of Warcraft: an addict tells his storyâ The Guardian, viewed 2nd February 18 < https://www.theguardian.com/technology/2011/aug/29/world-of-warcraft-video-game-addict>
 Munger, D 2008, âAre MMORPGâs Addictive?â ScienceBlogs, viewed 2nd February 18 < http://scienceblogs.com/cognitivedaily/2008/06/30/are-mmorpgs-addictive/>
Techopedia, 2010, âMassively Multiplayer Online Role-playing Game (MMORPG)â Techopedia, viewed 2nd February 18https://www.techopedia.com/definition/1919/massively-multiplayer-online-role-playing-game-mmorpg>
Great post on social gaming!Â
âBeing a part of an online community where you arenât judge by physical appearanceâ - this is absolutely hit the nail. Iâm a gamer myself but more of a multiplayer games on console. But I do understand the concept of anonymity when playing the games online. I am usually in top3 for games like COD, Battlefront etc, but for the team to take me seriously, I usually mute my mic. This is because of the old stereotype that girls âcanât playâ therefore they canât be taken seriously when playing in a male predominant arena. Â
To feel âa sense of belonging to the communityâ is very appealing for those that suffer from low self-esteem or social anxiety (Cole and Griffiths 2007). Virtual environments like this provide a lot of people a âsafe spaceâ to express themselves and to give them self-confidence in the role they take when they play those avatars. Not to mention it is very addictive!
References:
Cole H & Griffiths M 2007, âSocial Interactions in Massively Multiplayer Online Role-Playing Gamersâ, International Gaming Research Unit, CyberPsychology & Behaviour, vol. 10, ed. 4, Department of Social Sciences, Nottingham Trent University, United Kingdom, Mary Ann Liebert Inc., p. 575.











