One
can argue about playing computer games for having both positive and negative
effects. Yet, MMOs are a special category which has a very high rate of
addiction within online gaming communities irrespective of the region you are
coming from or your age or your life style due to its human elements like
online chat and any other “getting to
know” facilities embedded. Those are grown to an extent where people tend
to find even life partners from this kind of a community while some of them
seek only for friendship. Rather than being an entertainment factor that can be
used to time pass, MMOs have grown big enough to capture larger adult crowd who
are lonely in the real society seeking friends and partners in the virtual
space while sharing emotional elements.
Becoming
heroes and heroines while achieving numerous skills have become a day-to-day
life requirement for some of the people who cannot simply resist. So it´s not
only drugs that one could be addicted this much, MMOs also have beaten that
level of addiction. I guess social networks have not reached this level so far,
but soon to be. The sense of belongingness, rewards achieved upon success and
the appreciation received when targets are reached had made these gamers to be
glued into the environment where they tend to even define different virtual
relationships. What does this whole context say about humans and their
thinking? Are we becoming humans who can simply live the whole life in a
virtual world? Will the virtual relationships override
the validity and the emotional aspects of real world bonds?
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