Entertainment
We’ve already touched on the issue of online societies that revolve around internet gaming, but because of its popularity, it deserves its own section in this paper. Online gaming is a multi-billion dollar industry that caters to almost every demographic in some respect. For the sake of this paper, I will be examining the more addictive and more societal MMORPG (Massively Multiplayer Online Roleplaying Game) and other “hardcore” gaming societies rather than the millions of casual players who tend not to be as involved in their games.
To start, the MMORPG is arguably the most prevalent and most societal genre of game in existence today. This genre is defined by games with high production value, hundreds of hours of gameplay, and massive player bases. One of the most popular MMORPGs is Blizzard Entertainment’s World Of Warcraft, which at its peak had over 12 million players (forbes.com). This game sparked controversy due to reports that many players were becoming addicted to the game and were sacrificing their real lives to spend time win the game. More on that later.
As a former player of World of Warcraft, I can attest to the fact that the online society of the game is extremely prevalent. WoW players have their own language, customs, social norms, rules, and hierarchy. Because of the hundreds or sometimes thousands of hours that players spend in the game world, the umbrella society of WoW is also paired with dozens and dozens of sub societies that have their own rules and systems of interaction. Within the game, there are three major types of player societies; Player versus Player (PvP), Player versus Environment (PvE), and Roleplayers (RP). Once a player has chosen which of these three groups they want to be a part of, they then have to decide what class to play. Each class is different and determines how one can play the game. After this, players split up into guilds that are groups of players who bond together to achieve common goals and spend a lot of time together in game. There are further sub societies within guilds as well. Do you get the point? Online games like this create extremely complex societies within them. Without these societies, the game world would likely crumble and descend into anarchy, but because players arrange themselves into these online societies, order is maintained.
Now, if you’ve never played a game like this before, you may be unfamiliar with how in-depth the life of a guild member is. For this example, I’ll be using my current experience in a guild for the upcoming MMORPG entitled Guild Wars 2. Yes, I said upcoming. The game hasn’t even released yet and I am already well embedded in my guild. We have weekly meetings to discuss new members, most of who have to endure a rigorous interview process. There is a forum in which we are expected to post at least twice a day and there are regular times that we are strongly encouraged to take place in guild activates in other games and occasionally offline events as well. Once the game launches, I’ll be responsible for numerous in-game duties such as gathering materials for my guild, participating in scheduled events, and of course keeping up with everything that I currently do on our website. This is why many people can easily become addicted to these games. They are so involved that many people find more satisfaction in these online societies than they do in their offline ones. These games can eventually completely change someone. They become confused about which “reality” is more important and that leads to addiction.
The Future of Society
The rise of online societies has been extremely fast and seemingly has occurred under most peoples’ nose. Without knowing it, many of us have become dependent on one or more online societies to augment our offline lives. This is not always harmful, but it is very necessary to understand the effect that our two types of societies have on one another. The goal of course, is to balance the influence of each so that we don’t lose ourselves in our onlie activates and forget that it is all virtual. This is becoming more and more difficult as online societies slowly become tangible offline as well.
Will we eventually reach a point where the line between the virtual and the physical is gone? Is there a point when our Facebook friends, our gaming habits, and our shopping trends merge with our education, our family, and our careers? I think is isn’t unreasonable to say that in many ways we have already reached that point. We like to think that the lives we live offline and the lives we live online are completely separate things, but have we deluded ourselves into thinking this? Is it possible that we don’t want to accept the truth that we are at a point where one cannot live without the other? These online societies formed because we couldn’t find something like them offline. If they were to stripped away suddenly, would we be able to endure? How would we live without our Facebook profiles? Our Amazon wishlists? Our guilds? I don’t think we could.
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