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 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 ...view middle of the document...

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...

Other Papers Like Online Media and Role-Playing Games

Social Media And Online Community Essay

1331 words - 6 pages a design forum, he observed how much everyone who participated was enjoying the challenges and realized it could be a great model to start a community. “Threadless has 50 people working for the company, which brought in close to $30 million in revenue in year 2009”.Threadless fan following is huge in social media,with maximum followers on Twitter and Facebook. Threadless social media followers: Social media helps this online

The Role of the Media On September 11 and During the Months That Followed the Attack

2056 words - 9 pages The media played a vital part in forming the opinions of the American population both on and after September 11. Appeals to the emotions of post-September 11th America were demonstrated. Through television and print, the media attempted to control the minds of Americans by focusing on George Bush, the FBI, and the CIA, during the day of the attack and shortly after; the USA PATRIOT Act entered the spotlight in the weeks following the attacks

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

Online Gaming

2569 words - 11 pages was introduced. 1985 CompuServe debuted Islands of Kesmai, the first commercial multiplayer online role playing game. 1986 User Datagram Protocol (UDP) support added to SGI Dog fight ,making it the first game to ever use the Internet protocol suite. 1986 Habitat—Online role-playing game developed by Lucas film Games. Considered a forerunner of the modern MMORPGs. 1988-Netrek First game to use TCP and UDP protocols, first Internet-aware team

Video Game Industry Analysis

2751 words - 12 pages , fuel demand for products, and encourage the progression of an expanding and diversified consumer base.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ iv ] WHAT’S INSIDE WHO IS PLAYING 2 3 Who Plays Computer and Video Games? Who Buys Computer and Video Games? AT PLAY 4 4 5 5 6 6 7 What Type of Online and Mobile Games are Played Most Often? How Many Gamers Play on a Phone or Wireless Device? How Many

Stop Blaming Video Games

987 words - 4 pages . These options will ignite the sense of logical thinking and strategy formations in which formal education does not offer. Aside from the cognitive aspects, video games are also the tool of social interactions. Friendships can sometimes be developed through playing video games and ultimately keeping them away from drug usage and violent activities. Most of the video games today have either multiplayer or online capabilities or even both. For

Bowman Online Game

4078 words - 17 pages anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 50 hours per week playing. Thus, research into the individual characteristics that lead to excessive play is warranted. This paper examines two individual variables – personality and perceptions of media – and explores how they relate to online game play, specifically online game addiction. By presenting a revised metric for online

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

1625 words - 7 pages The Effects of Video Games on Society The effects of video games on society is relevant but questionable as to weather it has a positive effect or negative one. Video games are a source of media just like television, books or music. There is an array of different types of games all within there own genre. Some of their genres are FPS (first person shooter), RPG (role playing game), MMORPG (mass multiplayer online role playing game), puzzle

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


598 words - 3 pages computer gamers 6. I want online games to gain respect to other students 7. I prefer playing online games for pastime 8. I feel frustrated if I did not play online games 9. I prefer playing games to satisfy my wants 10. I prefer playing games for fun and enjoyable that can make me feel relaxed 11. I want online games to compete other students 12. I tried to give up the computer games but it causes me depression and irritation 13. I

Related Essays

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

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

Online Games And Socialization Essay

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

Newspaper And Online Media

1963 words - 8 pages playing a important role in news area. These two major news media become a part of people's life. Both of them have advantage and disadvantage. Newspaper had developed for a long time, and web technology is new. But they are all produce information to audiences as soon as possible. For many years, newspaper is the most easy media for audience to get news. Cole and Harcup (2010, p.4) believe that newspaper is easy to take and read it in anyplace your