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Online Media and Role-Playing Games

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Online Media and Role-Playing Games The evolution of video games has come a long way from the medieval days of Atari’s Pong circa early 1970s to the vastly interactive world of the Internet today. Early video games presented the player with one-dimensional problems, for example, Pong simulated Ping-Pong; the players only objective was to hit the rectangle back and forth. Eventually video games transformed into Role-Playing Games, which were multi-dimensional and allowed the player(s) to immerse themselves completely in a fantasy world. The new RPGs allowed the player to problem-solve, strategize, work within a community, and use cognitive skills. According to Squidoo, (2011), RPG’s consist of “a storyline, which usually evolves an epic battle between the forces of good and evil, with the player’s characters fighting on the good side to avert an apocalypse” (What Are Role Playing Games? para.2). A recent trend in video games has immerged into MMORPG, which is an acronym for Massively Multi-Player Online Game. An ideal example is World of Warcraft in which the player is introduced into a new realm of reality. World of Warcraft was first released in November 2004; it currently holds the most subscribed MMORPG title and the Guinness Book of World Records for the most popular MMORPG. WoW crosses age and gender demographics, it helps create communities that involve players, writers, artists, and animation programmers. For example the players are integral in the creation of WoW; some are paid to write biographies and storylines for new characters – as well as create new game realms. The community’s feedback is detrimental to the success of the game. Not only are the players involved, also the game allows them to interact with others on a global basis. MMORPGs are an unconventional forum of meeting others, unlike other forms of online interaction. According to research scientist, Yee (2006), at the Palo Alto Research Center, a researcher of online games and immersive virtual reality says, MMORPGs have replaced TV watching time, “On average, Americans spend about 28 hours a week watching TV. MMORPG players spend only about 7.7 hours watching television and a little more than 20 hours in the game world” (MMORPG Hours vs. TV Hours, para. 1). The impact WoW has on its players and communities allows networking, builds confidence, and trust, be it by tasks, points, or through their aviator. No matter what you look like WoW has a place for you; the player is part of a vast community where skills are valued.
O’Reilly (2010), World of Warcraft has been designed as a socially interactive experience. It is extremely difficult to make any real progress as a solo player and impossible to enjoy all the game has to offer if you refuse to align yourself with a group or guild. Believe it of not this unique form of social interaction in the virtual world created by Blizzard has the capability of teaching players some very useful real-world skills (The World of Warcraft Demographics, para. 9). With the emergence of cross platform gaming technology, we can play games on our smartphones, Web browers, and Facebook accounts. This development offers players the opportunity to play video games anytime, anywhere from their smartphones. Video games originally meant for console play will eventually support play across independent and playable mobile devices, such as the Apple iPad, and smartphones. Another important development in the realm of gaming is the emergence of voice recognition software (voice chat), which gives a player hands free total immersion in the game. All these exciting advancements enrapture professional players and novices alike. The premise of the game is socialization, despite what critics argue regarding MMORPGs. An unintended message of RPGs, such as WoW, uses accidental learning as opposed to the conventional schoolbook learning. Seely-Brown (2008), “It’s learning to be – a natural byproduct of adjusting to a new culture – as opposed to learning about…the chance of failure is high, but the cost is low and the lessons learned are immediate” (You Play World of Warcraft? You’re Hired!, para. 2). The intended message for the player is to have fun, escape everyday life, and enjoy a safe social setting. In addition, the player is empowered, thus building self-confidence. On the whole, RPGs have afforded people and communities with entertainment, usable life skills, and escapism. With advancing and immerging technology, who is to say where the world of MMORPGs will take us next. The demand for online interaction has increased within the past few years, especially with the introduction of World of Warcraft. MMORPGs are the new emerging social network and community-based forum. The evolution and rebirth of the video game from Pong to today’s online interactive games will forever be a part of human popular culture. Loyal gamers look forward to what is beyond the multi-dimensional games; gone are the days of the one-dimensional platform.

References
Blizzard Entertainment, Inc.. (2011). World of Warcraft. Retrieved from http://us.battle.net/wow/en/
Squidoo, LLC. (2011). Best RPG Games for the Wii. Retrieved from http://www.squidoo.com/wii-rpg-games
Yee, N. (2006). howstuffworks. The Daedalus Project. Retrieved from http://www.howstuffworks.com/framed.htm?parent=world-of-warcraft.htm&url=http://www.nickyee.com/daedalus/archives/000891.php
O'Reilly, J. (2010). Articlesbase, Free Online Articles Directory. ArticleBase.com. Retrieved from http://www.articlesbase.com/computer-games-articles/the-world-of-warcraft-demographics-2856963.htm
Seely-Brown, J. (2008). Wired. Wired.com. Retrieved from http://www.wired.com/wired/archive/14.04/learn.html

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