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0  |  V deo Games


                MassiVely MultiPlayer online role Playing
                gaMes (MMorPgs)

                One  of  the  biggest  gaming  phenomena  of  recent  years  has  been  the  rapid  growth  of
                MMORPGs, such as World of Warcraft, EverQuest, and Lineage. These games allow the
                player to create characters (“avatars”) that they control, and to play out adventures in an
                online world inhabited by other players from all over the (real) world. Games often allow
                characters to develop careers, not just as warriors or wizards but also professions such as
                dancers, miners, or doctors; some games also allow players to own vehicles, pets, and prop-
                erty (such as houses and shops) and even get married. These games have proved hugely
                popular with many players, with EverQuest frequently referred to by gamers as “EverCrack,”
                due to its “addictive” qualities. Nick Yee, who runs a research Web site (the Daedalus Proj-
                ect) on MMORPGs, suggests that nearly 19 percent of over 2,900 gamers who completed his
                online survey stated that they play MMORPGs over 30 hours per week and over 40 percent
                in excess of 20 hours per week, and the current (in March 2006) number of players of World
                of Warcraft now exceeds 6 million—greater than the population of Libya.



                       performance and can be a very sociable activity—with gamers playing each other
                       online, meeting up at conventions, and more commonly, playing with friends or
                       family members. In particular, research undertaken for the Interactive Software
                       Federation of Europe suggests that 55 percent of gamers play with others.
                          Likewise, the argument that playing video games can negatively affect lev-
                       els of sport participation has been challenged by several authors. For instance,
                       Fromme’s study of German schoolchildren found no evidence to support the as-
                       sertion that playing video games reduces a child’s participation in sport. On the
                       contrary, he suggested that his survey had produced some evidence to suggest
                       that “daily use” of digital games was positively associated with increased levels
                       of sport participation. Similarly, a study of U.K. undergraduate students found
                       no evidence to suggest that playing video games could have a negative affect on
                       patterns of sport participation, but rather that sport-related video games could
                       actually inform and increase both the interest and knowledge of sport of some
                       game players (Crawford 2005).



                          gaming ThEory
                          Video games have also grabbed the attention of researchers eager to understand
                       the interaction between gamers and the games they play. However, different re-
                       searchers and authors have adopted different approaches to studying video games.
                       In particular, it is possible to identify a divide between theorists (such as Murray)
                       who have sought to understand video games by drawing on and developing a film
                       and media studies approach, and those (such as Frasca) who adopt a more psycho-
                       logically influenced focus upon patterns of play (a perspective called “ludology”).
                          Adopting a media/film studies approach to video games does not simply mean
                       that video games are viewed as “interactive” films, but it provides certain “tools”
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