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MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES 2
range of possibilities to players since they can create their character, interact with other
participants, explore a virtual world, carry out actions online and, at the same time, develop
the skills of the avatar. The concept of "massive" games is because millions of people can
be playing at the same time, and "online" because it is necessary to be connected to the
Internet to play. MMORPGs are role-playing games in which characters can evolve, for
new techniques or skills that allow the player to interact differently with their environment.
Some examples of these games are Game of War, World of Warcraft (WoW), or Lineage,
continue to increase their share of penetration, and their industry leads the segment of
digital and interactive entertainment in several countries of the world, such as South Korea,
especially among teenagers, who usually dedicate an important part of your time to play
with them. The specific characteristics of the MMORPG encourage players to use a high
number of hours in these games and that some of them come to manifest serious problems.
For example, in the case of Game of War or World of Warcraft, it is estimated that the
average number of hours spent per player is twenty-five per week, reaching more than ten
hours per day or fifty hours per week, according to some studies (Hwa, 2009).
MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES 3
On the other hand, face to face games allows the interaction of no more than four
people in the same physical environment, that is a table inside a room. The considered
example is the game Spades, which requires the use of Poker Cards and two or four players
play until the victory of one individual or a couple against the other three individuals or the
other couple.
One biggest difference between MMORPG and face-to-face games is that the
MMORPG does not have an end, different to a face-to-face game, such as Spades. A player
of MMORPG evolves in the game, in the same way, a human being from the birth until a
death that never comes, transforming the MMORPG game into eternal life without an end.
A face-to-face game has a beginning and an end that is influenced by the physical
conditions of the game, that is, the number of cards of the poker pack. A Spades game may
endure minutes or hours in the worst case scenario. An MMORPG game may take from
A second difference between the two games is that, in the face-to-face game the
player acts like himself in the game, he cannot hide its characters and take other attributes
that he does not have in real life. A face-to-face game provides limitations in time, space
and resources to take decisions and evolve as a player. An MMORPG game allows the
player to hide its real personal features and acquire other attributes creating an avatar
(character) that represent himself in the game. The avatar could have a different gender,
age, principles or knowledge different from the real characteristics of the individual.
because the MMORPG introduces the mind of the individual inside the game, no matter
MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES 4
how the body of the individual behaves. The previous is because the new body of the
individual is the avatar inside the game and the individual communicates to other players
between the avatars. In the case of a face-to-face game, there is a conscious and "wake-up"
experience of the game with the other players, when the communication language with the
A third difference between the two games is the expectation of each from the game
the best option for a player, because it will provide an experience of dozens of hours a day
and hundreds of hours a month with an avatar that evolves in time and have its own life,
experience in a game, the face-to-face game is the best option for a player, because it
game may provoke the abandonment of both players, due to the difference of expectations
and experience.
The MMORPG may have similarities to a dream experience or subconscious states of the
individual, because the MMORPG introduces the mind of the individual inside the game,
no matter how the body of the individual behaves, because the new body of the individual
is the avatar inside the game and the individual communicates to other players between the
avatars. In the case of a face-to-face game, there is a conscious and “wake-up” experience
of game with the other players, when the communication language with the other players is
A third difference of the two games is the expectation of each individual from the game
best option for a player, because it will provide an experience of dozens of hours a day and
hundreds of hours a month with an avatar that evolves in time and have its own life,
environment and consequences of its acts. If the individual requires a short-term experience
in a game, the face-to-face game is the best option for a player, because it provides the
face-to-face game or from a face-to-face player to a MMORPG game may provoke the
Reference List
Zhong, Z.-J. (2011). The effects of collective MMORPG (Massively Multiplayer Online
Role-Playing Games) play on gamers’ online and offline social capital. Computers