This website uses cookies to ensure you have the best experience. Learn more

Massively Multiplayer Online Role Playing Games Essay

1445 words - 6 pages

Massively Multiplayer Online Role-Playing Games (MMORPGs)

XXXXXX X XXXX
Prof. XXX X XXXXXXX

Human Computer Interaction
May 5 2005

There are major differences when playing chess in person to playing chess in cyberspace. Playing massively multiplayer online role-playing games (MMORPGs) can become very addictive to the user especially if they are playing from home. Playing chess face-to-face with another person (called OTB, Over the Board) you get a sense of competition where there is tension in the air. I would say the first and most obvious thing that you could have happened playing online chess that would ...view middle of the document...

In an online game of chess you have no idea of how long it will be before your opponent's next move. You can only guess if your opponent is even at his computer. Your opponent may have gotten up to answer the front door, get something to drink or eat, or when outside to walk the dog. Meanwhile you are still plotting your next move and waiting for your opponent to make his next move.

The environment of an online game or OTB game may either be a help or hindrance depending on the participants. Comparing the two environments they both have a chessboard though one is an image projected on a computer screen. This image could either be a two dimensional image or a three dimensional image. In the OTB game environment may have small chitchat whereas the online game your opponent may be continuously sending text or voice messages. With online and OTB games you will still have to abide by the rules of the game and make your moves accordingly.

There seems to be a lot more contrasts between online and OTB chess games than there are comparisons. This Wednesday OTB game you are sitting right in front of your opponent and can tell if they are trying to cheat. The online game cannot give you any assurance that your opponent is not cheating. Your opponent could be plotting your moves into another computer in order to get his next move. Also, there is no assurance that the person you believe you are playing is the one you are actually playing. With OTB games you are normally mentally ready and may travel to a friend’s home to play. Having done these things in order to play you are more likely to take the game seriously. With the online game you may just be bored and are looking for distraction meaning you will probably not playing at your best but just looking to kill time. Playing in an online chess tournament would be totally different than and OTB tournament. Because you will be participating in the tournament from the comfort of your home it is unlikely that you will be nervous. With the OTB chess tournament you may have anxiety, butterflies in your stomach and sweat in your palms. There will be some crowds watching your every move along with other players trying to intimidate you. On the other hand if you are a shy person who has played mostly online you would probably be at your best at home. This way your surroundings can be an asset to you and help you to relax and concentrate. There are no crowds to contend with, no opponents who are staring you down, no judges walking about and no chance of embarrassment. During an online game if your opponent makes a mistake or a bad move you may or may not pick up on it. With the OTB game if your opponent makes a bad move you may notice it right away by his gestures or body language. Your opponent may sigh, clenches his fists, hanging his head, or bite his lip indicating to you that he may have made a mistake.

There should be certain guidelines use when designing user interfaces for MMORPGs. The user...

Other Papers Like Massively Multiplayer Online Role-Playing Games

Recycling Essay

266 words - 2 pages Online games aren't just a diversion, but a unique way to meet other people. As millions of gamers demonstrate, playing online is about friendship and cooperation, not just killing monsters. These games are a viable social network because players focus on teamwork, form groups with like-minded people and have romantic relationships with other players."Massively-Multiplayer Online Games (MMOGs) feature millions of players interacting in the same

Ethics of Gaming Essay

1121 words - 5 pages Major advancements in technology have seamlessly connected people across the globe. Video games for instance, have existed since the 1940s. However, game developers have subsequently introduced Massively Multiplayer Online Role-playing Games or MMORPG, where players interact in real time and across borders for collective game activities. It has become whole new platform that facilities geographically separated gamers to interact and form close

Online Games: Impact on the Behavior of Must Students

2668 words - 11 pages activities. This assumption has bearing on the present study as it dealt with behavior and online gaming. In the words of Knudson (2009), the world of online gaming has grown at a fast rate in the recent years. It is still increasing in popularity and various types of games are evolving with time. MMORPGs (Massively Multiplayer Online Role Playing Games), RPG (Role Playing Game), MMO (Massively Multiplayer Online) are famous types of online games

Video Games

846 words - 4 pages year. For example, an action game is still an action game, “regardless of whether it takes place in a fantasy world or outer space” (Adams and Andrew). Some genres represent combinations of others, such as World of Warcraft released by Blizzard Entertainment on September 2nd, 2001; it is the most famous Massively Multiplayer Online Role-Playing Game (MMORPG) . Another common higher genre level term is action, music or rhythm, adventure, strategy

The Effects of Video Games

1749 words - 7 pages , school performance can be greatly affected by prolonged video game use. The makers of video games make them to where the player does not want to quit playing the game. Also the games are more in depth with more levels to play. This results in longer game playing time and adverse affects on the player. Survey evidence supports the notion that distinct features in MMORGs (Massively Multiplayer Online Role Playing Games) make them more appealing to

Video Game Violence

1079 words - 5 pages say that video games not only don’t cause these things, but are actually good for you. Many people say that video games cause anti social behavior, but I say that is not true. In fact, with the advent of Massively Multiplayer Online Games (MMOGs), Video games actually encourage social interactions. According to research done by the Civic Engagement Research Group at Mills College: “Our findings conflict with a commonly held perspective that

Video Game Violence -1

1079 words - 5 pages say that video games not only don’t cause these things, but are actually good for you. Many people say that video games cause anti social behavior, but I say that is not true. In fact, with the advent of Massively Multiplayer Online Games (MMOGs), Video games actually encourage social interactions. According to research done by the Civic Engagement Research Group at Mills College: “Our findings conflict with a commonly held perspective that

Online Games and Socialization

1654 words - 7 pages Online Games and Socialization Example Argumentative Essay The following sample essay was written about Massively-Multiplayer Online Role Playing Games (MMORPGs) for a college freshman English course. This argumentative essay says that these popular online video games are a legitimate form of socialization. Using a unique essay topic, the assignment explores how these virtual worlds function and how people interact with each other within the

Ea Stock

1090 words - 5 pages Systems which provided a famous Massively Multiplayer Online Role Playing Game (MMORPG) named Ultima Online. It was a virtual fantasy world that supported thousands of players from around the world. At that time, this game could be said as ambitious because the new technology and new idea which had never been attempted before. This was the first true massively multiplayer online game which was really creative. EA had never set foot in this area of

Game Addiction

943 words - 4 pages An addict is one that abandons oneself to something compulsively or obsessively. We've all heard of the drug addict as the one who flushes their life down the toilet but there are more things than just drugs in this world that you can get addicted to. “Evercrack” is a slang term for the popular Massively Multiplayer Online Role Playing Game (MMORPG) Everquest. Evercrack refers to the addictive nature of the game by comparing it to an

Video Games and Sociological Theory

626 words - 3 pages whole. (Schaefer, 2011) Some things they may study would be any influence the games have on a behavior of a person. Another interactionist aspect would be the effect on families, where, like many things, video games can bring a family together or alienate members. Online multiplayer games now can also allow people to interact with other players from all over the world, being exposed to people and aspects of culture they may never have encountered

Related Essays

Online Media And Role Playing Games Essay

951 words - 4 pages 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

An Extensive Unification Of Massive Multiplayer Online Role Playing Games And 802.11b

1727 words - 7 pages manner. Nevertheless, DNS might not be the panacea that electrical engineers expected. This combination of properties has not yet been studied in existing work. Our main contributions are as follows. We describe a method for read-write configurations (Epen), proving that the little-known mod- 1 ular algorithm for the development of widearea networks by Anderson and Thomas runs in (log n) time. We use symbiotic theory to demonstrate

Second Life Case Study

522 words - 3 pages popularity of Second Life, but it was mainly certain peculiarities of the game that explain its current success. Notably, the total freedom given to residents of Second Life. Indeed, almost all of the virtual world is directly produced by the players, and they are the ones that change their own world. Second Life is also known for its economy: the lack of progress levels typically encountered in MMORPG (Massively Multiplayer Online Role-Playing Game

Online Gaming Essay

2569 words - 11 pages Online Games (MMOG) This was possible after the broadband internet was available. People got engaged in more online game play. There are different styles of multiplayer games such as: MMORPG: Massive Multiplayer Online Role Playing games. MMORTS: Massive Multiplayer Online Real-Time Strategy. MMOFPS: Massive Multiplayer Online First-Person Shooter. MMOSG: Massive Multiplayer Online Social Games. * Cloud Gaming Cloud gaming is type of online