notable, syndicated and award winning content JIVE Magazine published
AWARD WINNING RESEARCH OP-ED and first "slashdoted" [VIRAL] article JIVE Magazine published
I’m not supposed to be writing this. What was supposed to happen was that I would prove that I couldn’t be sucked into a virtual reality like other people I have met. I never really understood what I was getting myself into when I started my research experiment, playing a Massive Multiplayer Online Role Playing Game.
Three years ago at a nightclub I bumped into an old friend of mine who went by the nickname "Iggy". I was really amazed to see him because no one had seen nor heard from Iggy in over a year. Many of his friends had all wondered what happened to him.
"Jesus Iggy, where in the hell have you been?!"
"Everquest," was all he said. He looked down at his feet when he said it.
"Huh?" I had no clue what he meant.
"I’ve been playing Everquest."
As we spoke, Iggy opened up to me and confessed that he had lost his job, his friends and didn’t want to go out much anymore.
"It’s an addiction. I’m only out tonight because the server is down for patching and I’m miserable."
For some reason, he couldn’t look me in the eye while he was talking. He was obviously embarrassed.
"Um. Okay." I mean, what was I going to say to something as incredulous as that? I’ve heard of game obsessions, like those college kids in the eighties that murdered their whole family while playing a Dungeons and Dragons game.¥ I just thought that sort of obsession lies only in the minds of sociopaths or people with a lot bigger problems than playing a game. Iggy was a really nice, normal guy who had lost a lot to some online role-playing game called "Everquest". I had no idea what to make of it.
I never saw Iggy again. Neither has anyone else who knew him that I have asked. Since that night I really pondered the absurdity of his situation. It nagged at me.
On the web you can put the words "gaming addiction" into Google and discover a thousand and one sites for support groups, self help courses, testimonials and various studies. There’s the "Everquest Widows" forum, a site called "Ariadne - Understanding MMORPG Addiction", and a myriad of articles on topics like game addiction and the innocent bystanders that suffer from it.
As one Everquest Widow puts it, "I plan on starting "Widows Weekly." It will be a group that meets in a local coffee shop. Here, spouses can talk and help one another through this difficult process, and begin to realize that there is a life out there despite the loss of our loved ones. I plan to send the bill for coffee and snacks to Verant. It would be but a small compensation on their part to repay me and others for the loss of our loved ones—so pay up, Verant!" -- Christine Gilbert CD Mag. com
What I find interesting is that many of the people who author these articles or sites have usually neither played the games or have just been the "victims" such as spouses or family. Others who dissect the topic of game addiction tend to be outsiders looking in, shaking their heads or turning the study into one giant mouse in the maze science experiment. It’s rare that you find someone, who actually plays games passionately, speak up or write anything about negative side affects.
The more people I met who played computer games, the more I wanted to understand the obsession. I also had another stake in this because my partner, Low, is a gamer and a "geek" in every sense of the word, not to mention my fiancé. It was beginning to cause some strain on us from time to time in terms of "quality time". I was getting really angry with him on a regular basis actually. According to Low, it was I who had the problem, not him. This is how most gamers think. Deal with their gaming or don’t deal with it at all. They will play either way.
So I eventually decided to do some investigation and find out what makes these gamers and role players tick. What sort of recreation has the ability to absorb people to the extent that marriages break up, jobs are lost, and they lose friends? How does playing a game on a computer make someone lose functionality in the REAL world, because they want to spend too much time in some imaginary reality? For crying out loud, I thought, it’s just a game.
I had a lot of questions but no one I talked to had answers. Gamers would tell me, "You won’t understand unless you are a gamer yourself." Ok, no problem. I figured I could just play a game I find entertaining and get bored and write about what nut cases gamers really are.
It just wasn’t that easy. This little experiment of mine turned out to be more dangerous than I ever imagined.
I wasn’t able to begin playing a game right away. The opportunity just never really presented itself directly to me. There just wasn’t a game I really liked enough to "get into it" for long enough. Low would play his Quake, Unreal Tournament, Black & White, Carmageddon, Fallout, Diablo II and a multitude of other first person shooters, but nothing seemed all that captivating to me and there was no way I could play these games with him due to his extreme level of skill and years of practice in a 3D environment.
I played a little Diablo and actually had a bit of fun with that, but I found I only really enjoyed it when I played with Low or our friends in multi-player mode. We would go "adventuring" together as they call it, fighting demons and wizards and monsters and coming out winning or dying, but having some fun just playing together. It was my first taste of actually playing with another player in a game as a team. But when Low moved onto the next game, bored with Diablo, I didn’t have the same drive to play anymore. So I put my project aside and put up with his gaming as best as I could.
Massive Multiplayer Online Role-playing Games (MMORPG) have been around for many years. You can find thousands of websites, magazines, web-zines and the like that are devoted to the enormous market out there for online gaming. Sites like GameSpy, that literally receive millions of visits per day from gamers and industry types from all over the world, provide an almost infinite amount if information about these types of games. Hundreds of thousands of people play games like Everquest, Dark Age of Camelot, Asheron’s Call, and Ultima Online each day from all over the world. With the upcoming launch of The Sims Online, analysts and game reviewers are expecting the largest online game community ever seen to develop.
"The Sims promises to be one of the most interesting human experiments in the history of the Net." -- David Kushner, Entertainment Weekly
Low had tried many of these MMORPG’s. He never stuck with one very long because, as he puts it, "I got tired of being a crappy tree-elf that always fell out of the damn tree village." In Ultima Online, he "got tired of having all my stuff stolen from me and getting killed by stupid ‘PKers’ (Player Killers)." Apparently for him, the rewards were far and few between to keep him interested in these games. He also has a very short attention span with most games. Play it, beat it, and move on to the next game is his motto. The more games you play in a single year the more well rounded you are apparently. With the new enhanced graphics engines, hardware and development that goes into games these days, it’s amazing how stimulating the market can be right now.
Early in 2001, however, Low’s opinion of online gaming changed drastically. He read an article about a new online role-playing game that was set about 30,000 years into the future, on a colonized planet. The story line was science fiction themed, with monsters, mutants, futuristic weapons, wars, and sinister political plots. The player would have the ability to create a character avatar from a wide variety of attributes and be surrounded by very realistic 3D graphics, with incredible scenery and sound. You would have to defend yourself, form guilds, make friends and alliances and your goal would be to "learn" or level your character as the game progressed in order to increase your skills and possessions. There would be PVP (player versus player) combat, PVM combat (player verses mobile or "mob" for short, a term used to explain computer generated enemy or monster) and a variety of other things one could do while in the game online. You could fly a plane, morph into animals and go on dangerous missions and epic quests. The game was called Anarchy Online.
Something about this Anarchy Online game really had his attention and right after it came out in July of 2001, he bought his copy and began playing, and once again I lost him to a game. He could not stop going on and on about how "cool this or that was" or the graphics or all the people he was meeting. His excitement was just ridiculous in my eyes but I had been through this before. Nevertheless, the game also captured my interest because of its science fiction theme. I am a sci-fi buff and the storyline had such a great plot that they actually sell the novels online for it. I read the chapters as they were released and was hooked on the storyline.
Low bought another copy about two weeks later. "I want you to play with me." By this time we were under some strain because he was really absorbed by this game every night. It looked really intimidating to me and I opted not to play it right away, stalling for time. The 3D environment bothered me because any game I had ever played, like Diablo, for example, had always been in third person view, which is a bird’s eye view of the environment. The 3D graphics were dizzying as I looked over his shoulder from time to time.
In the end I caved in under the pressure and began playing it in September of 2001. I was a horrible player in the beginning, running into walls and getting lost or killed all the time. It didn’t matter to me. I was playing a game with my boyfriend and found with each day that went by, I wanted to log on and play more and more.
So what was the appeal? Before I realized what was happening, I became addicted to playing this game. While logged into this game I met wonderful people, via their avatars, laughed to funny antics via chat window discussions, and experienced a futuristic sci-fi world via incredibly realistic 3D graphics and sounds. We ran through swamps with mutant wolves chasing us, the sound of our feet making wet suction sounds just like you would have in reality. We could hear birds chirping in forests we scouted and vultures crying overhead as they spotted us and attacked.
Our adrenaline would pump as we fought for our lives against twenty-foot tall robots with buzz saws for hands, or as we went on safaris to hunt giant brontosaur-like animals. We had the ability to heal and save each other as well as other members of our team at the time. We also had the ability to gain the respect, over more than a year later, of many online players, for being a great couple of characters in this game. We have, in fact, become high-ranking officers in our guild, which is almost like a family or alliance with other people to help you in the game.
In South Korea, some in-game alliances are valued more than real life friendships. A game called Lineage: The Blood Pledge has captivated approximately a third of the population. In Lineage, characters can take on the role of Princes, Wizards, and Knights and vow their loyalty to their clan or guild. This loyalty had lead to an incident in 2001 where a player was nearly beaten to death in real life for virtually killing the character of another player.
"He boasted that he had offed the gangman's virtual character just for the fun of it. Bad idea. The roughnecks dragged the 21-year-old into the urinal and pummeled him until he was covered with real-world bruises." -- By Michelle Levander, Time Magazine
It is easy to lose yourself to your imagination while you become someone you could possibly never be in the real world. You can become a hero, a bad ass, a wealthy person, someone with special powers or gain an enormous amount of respect from people who look up to you. This isn’t to say you can’t be that kind of person in reality, but what if everyone had this ability to find respect, admiration and status, simply by being in the environment long enough. What if all you had to do was play each day and level higher and higher, each goal leading to a new goal of achievement and possibilities. And what if you never had to leave the comfort of your chair to do this?
What if you could really become a diva, a soldier, a magician, or a samurai, and people respected or admired you unconditionally as long as you had a long red bar looming over your virtual head. Or, as in especially my case, what if while you were in this virtual reality, you didn’t have to worry about deadlines, due dates, over 1000 emails per day to read and answer, or day-to-day stress that comes with what I do. The virtual reality could absorb you so much, that for the time you are logged in, you forget everything else. It doesn’t seem to matter whether you are a strict role-player (someone who stays in character) or ‘hardcore’ (someone who spends more time in-game than an average user). You still can be addicted and absorbed with the attention you get.
The official Anarchy Online Community Forum, which gets thousands of posts per day, has also been one of my sources for observing how obsessed people have become with the game. Recently, a devoted and well known player had to throw in the towel due to her addiction problem.
"The level to which I got into things here is what has lead me to this point where I must say goodbye. My internet addiction and denial of it has taken me to a point where I must get a hold of it. I realize that many people have what it takes to play a game like this "casually" in a healthy manner. I am unfortunately not one of those people. I am currently battling bi-polar disorder (manic depression) and the escapism that a game like AO offers is too much like a drug for me."
The ability to be respected, to be admired, and to succeed, even in an imaginary world, is a very powerful lure. It can cause a person to produce endorphins, a chemical released into the brain that causes a feeling of energy and well being. Gaming also causes adrenaline production and extreme excitability. Scientists have proven that endorphins and adrenal rushes are incredibly addictive.
"There are indications that pleasurable games and activities cause the body to produce endogenous opiates such as endorphins. These substances are actually addictive. Some addictive drugs, such as heroin, are chemically similar to these natural substances, while other addictive drugs are thought to stimulate their production."
-- Leonard Holmes, Ph.D. from the article, Is Pokémon Addictive? 1999
It should be easy to see why gaming can be addictive as a direct result of the physical effects on the body. I also believe that people can become addicted to respect, admiration and power as well. Even though the production of endorphins can be a positive side affect in one way, it can be easy to overindulge and put aside productive living. But there are many ways to do this and online gaming is not the only vice out there. People find many different ways to escape the problems in their life or to combat stress.
People log on each and every day to find a level of respect that doesn’t come easily in day-to-day life. They log on to escape reality or to escape other real problems such as illness and stress. I have met people in this game who have mental disorders or physical impairments. I have also played with people who are in IT jobs all day long, listening to customer complaints, getting bitched at regularly. Some have even admitted that they never hear the words "good job" in the real world.
One player who works in the IT technical services industry, told me "I get my faith in people restored when I get online. People treat me with respect and are actually nice to me. They don’t expect anything in return. Also, they believe me when I tell them something because of my level in the game."
I know of other overly stressed out people who log in each day to escape their day-to-day experience of working or living in hard reality. We met a person in game, for example, who is an EMT. Everyday he witnesses death and horrible accidents. He told us that he plays the game to get it all out of his mind. I also met a nurse online with a similar story, and a school teacher who teaches eleventh grade in the Bronx, NYC, who is very stressed out by his job.
"Most human beings pass through periods in their lives, when they feel compelled to engage in some apparently mindless activity that, for the time being, seems to provide some relief from the prevailing chaos in their lives. This could be something as simple as spending hours in front of the television set. Or going on uncontrollable buying sprees just to feel and smell the newness of the product. Or getting into a series of dead-end relationships. Or going on eating binges. Or playing computer games, uncaring of unattended work piling up. Or playing snooker every evening at the club regardless of the family's legitimate demand for more attention. In other words, binging on anything potentially destructive to the body or the soul. Fortunately for many of us, after a period of this compulsive indulgence, we pull ourselves back to the mainstream and get on with our lives, until the next compulsion hits us."
-- Dr. Vijay Nagaswami, from the article, Who? Me? An addict, The Hindu Folio 2001
This is not to say that there are not positive aspects to interacting with people online. Online gaming opens the doors to people who might not have the ability to do so due to time, geography, or many more reasons. Gaming online is an inexpensive and quick way to make new friends, chat with people all over the world and share an experience with people you would never meet because they may be continents away.
One of our online friends, for example, who goes by the character name "Docker", lives in Leiden, Netherlands. Another friend, "Chanell" lives in Einselthum, Germany. These are really interesting people we would never have met if it was not for the game we play online. I asked Chanell why he started playing online games.
"It all began with Diablo II being released. Then my friend, Yppo, made me try it online. I found it was an incredibly boring and annoying game. Then Yppo made me try it online and I loved it. I joined his clan and had months of online fun, then it got boring, close to the moment DAoC [Dark Ages of Camelot] was released in Europe. While I went to DAoC, Yppo chose to go to A.O." Eventually Chanell started playing A.O. as well.
When asked how playing A.O. affects his social life, he reflected, "As for my friends... yes we hang together a lot less. This could be related to A.O. or the fact that we don't work in the same city anymore. I am not totally sure. I still have a lot of phone calls and meetings so I am not "lonesome" it just isn't an as high frequency as before."
And with that I can only think that one’s social life is in the eye of the beholder. I interact with Chanell almost every day. In fact I interact with more people than I ever have before because of playing a computer game. They just are not all physically in my proximity.
Interaction with people... It got me thinking and I began to develop my own theories on what causes the addiction. Psychologists can use fancy terminology like "Motivation Factors" and "Attraction Factors" such as self-esteem and self-image problems. They can harp on the role of achievement problems and relationship deficiencies in a person’s personality. But I think I can sum it up to one word that would work for any individual needing his or her game "fix" each time they log in, regardless of how well rounded they are in their lives or how much of a basket case they could be perceived as.
RESPECT.
I think it is just that simple. I like the feeling I get when people look up to me in the game or ask my opinion. It seems to be a common drive for players in general. That is, to be respected for being the best and reaching the next level in the game.
Not everyone who plays games neatly fit into these Psychologists stereotypes. "Solories", another Anarchy Online player, is an example of someone who just logs on for the sake of play.
"I would say that I am responsibly addicted, meaning I have never been late to work due to AO. My wife would prefer that I not play AO as much as I do, but I always make time for her every night, and try and do one thing planned together every weekend. I have never been late to work, but the first night I played AO I stayed up until 4:00 am and had to get up at 6:00 am and the next day I played until midnight. I don't feel that AO affects my work habits, work is work and when it is time to play, it is time to play. I enjoy watching my character grow in his skills and MMORPG's in general let you get away from the normal day to day monotone life and do something out of the ordinary. In AO I am Solories Enforcer of Rubi-Ka a defender of the cause. I fight battles that help my guild get better and help the clans win a war against the Omni."
In the process of my gaming experiment, I became a casualty of the concept of being respected. If someone had asked me in September of 2001 if I expected to be obsessed with an online role-playing game a year down the road, I would have said with confidence that I am one of the most level headed non-addictive persons I know. No way could this happen to me. In fact, I would have been reminded of poor old Iggy and his demise.
I technically have ended my experiment. In the process, I haven’t lost my job, and due to our simultaneous obsession, I have not lost my fiancé either. I haven’t lost my real life friends, but they do sometimes look at me funny when I talk about the game I play. Low and I get our work done, run our business and have a great balanced life together I think. Anyone who actually knows me in real life can tell you that I have no self image or esteem problems and in fact, I have been accused of having quite an ego. I won’t even go into Low’s ego. I will admit though, that I have missed quite a few parties, nights out with the girls, shopping, and some chores needed around the office and home because of Anarchy Online. I will also admit that I want to log in as much as I possibly can every single day.
People have worse entertainment "addictions" than playing computer games. If I am going to be addicted to something, I would choose online gaming over drugs, bowling, gambling, television, or being a baseball fanatic easily. I don’t have to wear ugly shoes, lose my hard earned money or do the wave next to someone I don’t know and that just about makes it a no-brainer for me. It IS after all no more than another amusement park right?
"Amusement parks in the Metaverse can be fantastic, offering a wide selection of interactive three-dimensional movies. But in the end, they're still nothing more than video games." -- From "Snow Crash" by Neal Stephenson
And I will leave you with that.
Signing on now… Tenjikiito, level 187 Female Solitus Adventurer, Advisor to the Clan Guild Synergy Factor.
Look for me in-game. Or maybe another game to come...
ORIGINAL ARTICLE WEB ARCHIVE LINK: https://web.archive.org/web/20051027130004/http://jivemagazine.com/article.php?pid=82
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REFERENCE LINKS:
Everquest Widows
http://groups.yahoo.com/group/EverQuest-Widows/
Ariadne - Understanding MMORPG Addiction
http://www.nickyee.com/hub/addiction/home.html
CD Mag.com
http://www.cdmag.com/articles/027/044/everquest_feature.html
GameSpy
www.gamespy.com
Entertainment Weekly
http://www.ew.com/ew/report/0,6115,331445~6~0~,00.html
Anarchy Online
www.anarchyonline.com
Time Magazine
http://www.time.com/time/interactive/entertainment/gangs_np.html
Is Pokémon Addictive?
http://mentalhealth.about.com/library/weekly/aa080999.htm
Who? Me? An addict, The Hindu Folio 2001
http://www.hinduonnet.com/folio/fo0102/01020100.htm
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RELATED LINKS:
Anarchy Online
www.anarchyonline.com
Dark Age of Camelot
www.darkageofcamelot.com
Ultima Online
www.ultimaonline.com
Diablo II
www.blizzard.com
The Sims
http://thesims.ea.com
Everquest
www.everquest.com
World of Warcraft
www.worldofwarcraft.com
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NOTES:
¥ QUOTE: "I’ve heard of game obsessions, like those college kids in the eighties that murdered their whole family while playing a Dungeons and Dragons game."
REFERENCE: "Blood Games: A True Account of Family Murder" by Jerry Bledsoe
I read the above novel in 1988. My article does not conclude that tragedies like this are common with D&D players or gamers of any genre. I use to play D&D almost weekly with a regular group of friends in college. We were all socially well adjusted, happy honor students and athletes
The referenced quote indicates my initial ignorance about game addiction, adding "I just thought that sort of obsession lies only in the minds of sociopaths or people with a lot bigger problems than playing a game."
Prior to any personal experience, I incorrectly assumed game "addiction" was an anomaly. I believed it was probably caused by a mental health problem. I had not considered it could be a result of dedicated game playing by any individual. After playing several MMORPGs, I now understand that ANYONE can be devoted, obsessed, and, yes, addicted to a video game. They can also be functional productive members of society. This is the primary point of my article.
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ADDENDUM: (Updated June 2020)
THE FEEDBACK:
Soon after writing this article in 2002, I received a letter, copied below, from Anarchy Online’s Game Director (or “God”, as considered in-game). I also received hundreds of emails and site feedback responses. Some were in agreement with me and some were not, which is to be expected.
Some agreed in some version of my article’s points about escapism, respect and that a person’s virtual socialization versus reality can feel equally “REAL". Most of those in were MMORPG players, academics or doctors.
Some people aggressively disagreed that game addiction is a real psychological or physical addiction or that virtual socialization can have real-world impact. As far as I could tell, they had never played a MMORPG or never played one with regularity within a consistent social circle. I think this speaks volumes.
Several academics and a few doctors in medical and psychological fields emailed their feedback and questions, in the midst of their own research, studies, treatments or therapies.
One psychologist wrote that when comparing social interaction and connection in the real world to a person’s experiences in virtual reality, the “reality with the most positive interaction will be the most powerful reality. The positive interaction and emotional reaction stimulates a variety of ‘feel-good’ chemicals in the brain and body such as dopamine, adrenalin and the regulation of serotonin. Regular stimulation induces habitual behavior which by definition is addiction. It is both a physical and psychological compulsion. The only difference between an addiction to a MMORPG or a drug like heroin is the MMORPG stimulates and regulates these chemicals naturally, heroin artificially.”
In the end, the majority of feedback response came from people who just wanted to share their own personal stories about game addiction, other addictions or the game addiction’s of friends or family members. These were the most important to me. These were the emails I tried to reply back to and have kept.
What I wrote resonated with people enough to get people to talk about it – to contemplate a topic not widely or publicly exposed. That alone is a writer's reward. I never wrote this article for agreement or foresaw the following controversy it caused. This was about my own experience and discovery; my personal "experiment" only.
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From: Gaute Godager [Anarchy Online Game Director as of December 2002]
Sent: Monday, December 16, 2002
To: jewels
Subject: But in the end...
Hi Jewels.
I read your article in JIVE MAGAZINE. I thought it was very interesting and very well balanced. And it soon being xmas, I have time to write you a comment.
I will confess something to you about “game addiction”. Not only have I been addicted to so many games in my life, I cant really count them, never more so than to MMORPGs. Hey, I've even been frantic with playing my own game. My confession is that I think about our game with mixed feelings when it comes to people being addicted to it. I know that no one has had more to say about the game mechanics, the story or the world of Rubi-Ka than myself. I am actually a psychologist and I feel extremely distressed about game addictions. My friends accuse me of simply building the bases of a future career as a psychologist :/.
I was quite moved when I read your article and wondered what in AO it is that makes people so profoundly fascinated with the game? I understood then that it was not anything we had done really. Strip away the people and the game is boring. Not quite boring, not a little bit boring, it is very boring. A looong stretch of endless land with random monsters and an endless treadmill of leveling. No, it is the people that makes the game in so many ways - in every way.
The game is but the canvas; the players are the colors and brushes; the guilds are structure and composition; the sides… well I don’t know. You get my drift. So, what I am saying is that I support your hypothesis of respect, power, social status = meaning. This is also supported by so many modern theses in psychology – how man defines himself / herself by human interaction.
People do not normally think of mankind being “addicted" to friends, like young people meeting their peers absolutely every day, for hours and hours. I guess you can be addicted to everything when the frequency becomes so high that it intervenes with the normal functioning of your life (as in no work, no social life outside the game etc.). It might be that virtual worlds will seem the same as a normal world when it comes to how “healthy” it is to be part of it with time – if only the quality of interaction becomes equal to normal interaction.
The thing is, we only make the games we wish to play ourselves. That is why I think it is hard to create a game that is not addictive but still fascinating. When given a choice as a game designer, between creating something to make you feel powerful and unique on one side, and powerless and mundane on the other, the choice is always the same. I guess we only play the same strings inside like everyone else, the wish to be seen the primary among them.
Well, enough ramblings from me.
Thank you again for a very good article… Merry Xmas, and good luck to Tenjikiito. 😉
Yours truly,
Gaute Godager
Anarchy-Online Game Director
The original article was written in 2002, published on the web and in print.
According to https://wonderopolis.org/wonder/what-does-it-mean-to-go-viral , “going viral” wasn’t a current cultural phenomenon until 2009. The best way to expose internet content to larger audiences in 2002 was not by social media but by being noticed by mega-hit, forum-styled, user driven news sites.
Soon after being originally published at jivemagazine dot com (archive site: https://jivemagazine.media/), this article was also posted on slashdot . org, one of the most trafficked websites in the world in 2002-2003. After being "slashdoted", it was featured on other popular websites and published in the print version of JIVE Magazine.
The article was also reprinted, referenced and syndicated in other magazines like WIRED and ATOMIC (Australia), academic and industry journals and other related publications (see gallery screenshots).
Anarchy Online posted the article to its main news page and in 2003 it received ATOMIC's Best Feature Article Award. There was a domino effect from that and awards and feature mentions started stacking up with names like the IPA, GEEK LIFE, GAMESPY, E3 and BLIZZARD.
Two decades later, Jewels Merced contemplates:
The link below is to the original slashdot post. It is interesting to me primarily for comment reading, which run the gamut - from supportive, denouncing, enlightening, scientific, confused, emotional, anecdotal, agreement, sympathetic, offended, outraged, debating, relatable, hilarious and, of course, trolling.
Some of my favorite comments are screenshotted and posted in this gallery along with first page shots of some academic and industry journals I managed to still find available online.
https://games.slashdot.org/story/02/12/08/2023204/first-person-account-of-video-game-addiction
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SO WHAT HAPPENED WITH MY MMORPG ADDICTION?
After I wrote this article in 2002, many players from our guild in Anarchy Online became so close socially that we hosted a guild LAN party to finally meet in real life. I wrote a little piece about meeting virtual gaming friends here:
https://web.archive.org/web/20100105070533/http://jivemagazine.com/column.php?pid=448
Eventually an end of a very pleasant era came about due to the inevitable pursuit of industry profits. Once it was established that subscribership MMORPGS could indeed be highly profitable, the major league arrived on the scene with names like Lucas Arts’ Star Wars Galaxies, Square [Enix]'s Final Fantasy XIV, and Blizzard’s World of Warcraft.
While faithfully playing Anarchy Online for several years since 2001, many of us tried out the new MMORPGS. None of them “stuck” until World of Warcraft launched during a phase of failed expansion in AO that caused player grief and fallout. It was this serendipity that lead to my playing World of Warcraft as "Tenjikito" on "Elune" server when Blizzard officially launched WoW in 2004. My fully leaving AO for WoW came about due to a mass exodus of players from our AO guild, people we considered good friends. We followed them to WOW, our AO guild disseminated by the loss.
This behavior of leaving one MMORPG for the next hyped online game has several terms or player nicknames. "Chasing the dragon" is one that, ironically, originated during an early historical opioid addiction period as a metaphor for trying to chase down the best “high" achieved and never quite reaching it ever again. It happens regularly and is another interesting aspect of MMORPGS and video game team play sociology that cannot be truly understood unless experienced.
I played World of Warcraft from 2004 to 2007 with my then-spouse (my boyfriend mentioned in the original article) and became a high ranking guild officer in a "non-hardcore" guild made up of working professionals, couples and families. We all played routinely during those years, leveling to maximum a variety of characters and evolving with each new expansion to the MMORPG Blizzard made available.
Then 2007 hit those of us in the US like a ton of bricks. People started getting laid off their jobs, especially in industries like tech, web advertising, computer coders, graphics artists and web designers, making up about 90% of our guild members. My husband and MMORPG partner lost his lucrative job with a major advertising firm and web marketing firm, making the beginning of the 2007 recession very personal.
A year before the 2007 recession began our personal business, publishing an indie magazine, began feeling the effects of a dying print industry as the internet and social media evolved. By 2006, JIVE Magazine was not yet profitable in print because at that time, on average, a quarterly print subscriber magazine wouldn’t turn a profit until seventh year invested. The website was breaking even against server costs with ad revenue, but printing kept us in the red. 2007 and website code evolution was the final nail in the coffin.
By 2008 I'd lost most of my game friends and my game partner, Low, who had stopped playing MMORPGS altogether. With real life crisis, trauma and the eventual breakdown of my marriage, I stopped playing WoW completely by 2009.
I attempted to play in 2011 after a difficult divorce. I wanted to escape into that familiar virtual world, perhaps believing it would be like "coming home" for comfort. It didn't last long.
Looking back, I know I wasn't ready to develop the in-game social interaction I once enjoyed and wrote about. I was too changed in personality and mental health by the circumstances of real life crisis and hardship. I didn't feel the gaming euphoria or the compulsion to play regularly and by 2013 I had stopped playing again.
That was seven years ago at the time of this update. I am still quite changed - much older and, hopefully, much wiser. I have spent the last five years offline, off-grid and in retreat. I have healed, reflected, stabilized and I recently returned to social media.
Instead of games I am concentrating on writing my poetry books, writing a memoir and several research projects.
I still get asked for an update. DMs and emails occasionally inquire about this old article - I find this very weird but never unappreciated.
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SO IS THAT THE END OF THE STORY FOR ME? WILL I PLAY WOW OR ANOTHER MMORPG AGAIN?
I became a full time traveler, on the road since 2018. After spending much of my youth in Europe and decades in Atlanta, Georgia, I wanted to travel North America while writing.
Playing video games didn't cross my mind until, late in 2019, I met a fulltime RV couple in their 20's who worked remotely and played Warcraft.
They were excited about a new expansion of WoW about to be released. It was their rig's setup that enlightened me. Off-grid mobile tech (gaming laptops, power and wifi) has caught up enough that mobile online play is not only feasible it's affordable in 2020. I can also honestly say that the latest expansion of Warcraft, Shadowlands, has peaked my interest.
More importantly, I am a firm believer in NEVER saying, "Never."
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ORIGINAL ARTICLE WEB ARCHIVE LINK: https://web.archive.org/web/20051027130004/http://jivemagazine.com/article.php?pid=82
SLASHDOT POST LINK:
https://games.slashdot.org/story/02/12/08/2023204/first-person-account-of-video-game-addiction
ADDENDUM UPDATE REFERENCE LINKS:
https://en.m.wikipedia.org/wiki/Anarchy_Online
https://en.m.wikipedia.org/wiki/Star_Wars_Galaxies
https://en.m.wikipedia.org/wiki/Final_Fantasy_XI
https://en.m.wikipedia.org/wiki/World_of_Warcraft
https://en.m.wikipedia.org/wiki/World_of_Warcraft:_Shadowlands
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