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Mmog's Addicts

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Submitted By noah512
Words 1927
Pages 8
MMOGs Addicts According to Diana Kendall in Sociology in Our Times: The Essentials, “[d]eviance is any behavior, belief, or condition that violates significant social norms in the society or group in which it occurs” (174). Today, people are familiar with the concept of deviance. A person may be considered deviant by having tattoos, using drugs, or drinking too much. Another deviant group, video game addicts, is people who would rather spend time on the computer than doing anything in their life. It has been pointed out that “[t]he biggest source of recent concern in gaming addiction among adolescents is in the massively multiplayer online role-playing games (MMORPGs), otherwise known as MMOGs” (Hagedorn and Young). These addicts have unacceptable lifestyles, and it means that they are considered to be “the others” in their society. In today’s society, people who are addicted to MMOGs express exactly the concept of deviance and create their own culture through their physical appearance, their language, and their pattern of behaviors. MMOG is a form of video games that “situate[s] thousands of characters created and played by real people in the same persistent, real-time game world, where they work together to complete complex quest and gather increasingly elaborate weapons and armor” (Curry). As a research from University of Florida website, “The first [MMOG] is believed to have shown up in 1996, Meridian 59,” however, they started erupting in the early 21st century when the internet was popular and the graphical interface had a huge improvement (The). Although the word “professional MMOGs gamers” and “MMOGs addicts” are apparently interchangeable because they both spend ton of times playing games, it seems that “professional MMOGs gamers” are referring to people whose jobs are playing games and they are able to make money by playing games. Though

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