Monday, November 5, 2007

9 "But...my guild needs me!"

When it comes to Problematic Internet Use (PIU), the first activity that comes to mind, for myself, is Online Role Playing Games, or MMORPGs (Massive Multiplayer Online RPGs). Unlike pornography, where you can get your fix either online, at an adult website, or offline, by locking yourself in the bathroom with your favorite issue of Playboy, there is only one place where you can get your MMORPG fix: the Internet. It's very nature is tied to Internet use; without it, it wouldn't exist.

I've lost some friends - many temporarily and some, unfortunately, permanently - to MMORPGs like World of Warcraft and Everquest. These are online games that involve the user in the creation of a personal avatar that is used to interact with other players and the game world that has been created for them. Many games involve the user "leveling" their character, a process of developing their attributes and strengths that takes a massive amount of time - bringing a character in World of Warcraft to level 70 took my one friend 4 months (and this was after already leveling 4 other characters to 70). Many of these games are actually incredibly fun to play - some might argue that they are TOO FUN to play and that they are therefore AFRAID to play them. Playing in the game world is full of virtual rewards for accomplishments and fun and challenging scenarios. And, as part of its appeal, the more you play an MMORPG, the more fun it becomes.

This 'time-sink' involves the user with the game so deeply, that they begin to steal time from other (sometimes healthy) activities, so that they can continue to play the game. While playing, they can socialize with other players and often join guilds, building a comfortable social circle within the virtual world--friends that now have more in common with the user's interests than do their FtF friends. As the user becomes more involved with the game, they begin to reject FtF, preferring more the CMC that they experience in the online space--their social comfort is shifting to CMC. This can lead to a halt - or even a decline - in an individual's social abilities and the disintegration of their FtF friendships.

In my opinion, these factors are consistent with Caplan's overview of Problematic Internet Use. Excessive use, in this case, is demonstrated in the massive amount of time that a user puts into the development of their character and their social life within the virtual world. When this time begins to eat into other activities deemed important to the user's life, then this should be considered excessive. Compulsive use is demonstrated by the user in ALLOWING for this activity to eat into their time doing other things - a great example is my friend telling me that he will miss our mutual friend's birthday party because he has "to raid a dungeon with his guild" (the "My guild needs me!" argument). These two issues serve to create psychosocial problems within the individual that are demonstrated in their lack of social competence - addicted user's just don't "get out enough" and this begins to dull their social abilities in FtF. Noticing this, they retreat to their online space, where they are more comfortable, because their anonymity affords greater control over their self-presentation and less perceived social risk and responsibility.

2 comments:

Samantha S said...

Unfortunately I have lost some friends to WOW too, RJ; they get so engrossed, I don’t understand it. But anyways, I really liked how you pointed out that the MMORPGs are only available online, unlike other potentially addictive activities. This drastically increases the chances of developing PIU because you can only participate while online. I thought your comparison to Caplan’s model was well executed; it was very easy to follow and understand. Overall great post!

Logan Douglas said...

Great post. I have to say that from all the time-wastes on the internet, I think WOW might be the worst. I have never played it, but I know a couple guys who do. I remember one time freshman year, my friend and I decided we would go to a party together some Friday. When it got to about time to leave, I walked over to his dorm room and told him it was time to go. He was still sitting in front of his computer, playing WOW. He looked at me, then back at the screen, then back to me. Then he sort of cringed and gave me a "Yeaaah, I don't think I'm going out tonight." This not only shows the time sink aspect of it, but also how it can possibly reduce the quality of ftf interactions with real people.