1.1 Introduction
Massive multiplayer online role-playing games are useful in assisting to develop a blend of genres that interacts players online. In role-playing games, the player is given a chance to take the role of a character and the character’s actions. The background of massive multiplayer role-playing games comes with a coin from Richard Garriot,who created Ultima Online. There is a difference of massive multiplayer online the number of players involved does role-playing games from single players and this. Such games continue to be played all over the world, and many people earn revenue from the games. Many people are subscribers in the online games with more funds being exhausted to cater for the fun. The games are addictive because of their dramaticalantecedents and they tend to persist with the available environment. Themes in massive multiplayer role-playing games use traditional fantasy in comparison to dungeons and dragons. Hybrid themes can also be applied with an intention to involve scenarios of quests, loots and monsters. Progression of the massive games is a primary goal character, and players earn points of experience. Wealth accumulation is obtained via combat with a referral towards thelevel treadmill. Multiplayer games have a social interaction, and they require people to work as teams in order to achieve the best. Different types of classes are made in role-playing,and it is from those classes that characters are chosen. Over time, multiple role-playing games have developed as cultures with slang languages. Metaphors are also developed with a list of unwritten social issues and taboos therefore forming a subculture among cultures. Multiple role-playing games also develop system architecture among other ideas in the long run.
1.2 Research Scope
An online environment has been good for every individual as considered with the advantages that come with it. The online gaming systems also assist individuals in handling the multifaceted nature of life although some effects are also seen to be negative. This research paper has a scope of identifying the physiological effects of massive multiplayer online role-playinggames on students. The samples that will be used are the Singapore students who are aged between eighteen to twenty-five years. Researchers are continuing to examine human interaction with the internet just like the games. Global opportunities that are burgeoning gain distinct opportunities and popularity within the features of massive multiplayer. There is an increased pervasiveness with the variety of online opportunities and long-term implications on the health of many people. Behaviors of students and the entire community involved are also occupied with much leisure on the episodes of communicating and making money. Psychologically, the game addicts many students and most often the students may not be able to concentrate on their studies. Besides, it becomes an activity of daily lives; the students tend to use the online services for such games, and this becomes life interference. Addiction is life-consumingthus taking priority over many families, jobs, and friends. Moreover, further psychological effects make users escapereality by immersing themselves on a virtual world. Just like a drug addict would use drugs to escape a serious issue, the online games are used as escape goats. The ability of the modern games to create a person’s own character and own traits encourage an immersion of a person into the virtual world. Massive multi-user online role-playing games are becoming more addictive on students, and customized characters are combined alongside live players. Social development decreases when students overuse the online games. Further, there come interactions with the mental health, relationships, self-care and a person’s hygiene. Time becomes a concept that is absent in the life of a person, uncontrolled use of the internet, straining and some level of physical appearance deterioration. Casual statements about massive online gaming should then be put in experimental designs that are robust in order to examine students more keenly. The boundaries of the research are majorly centered on psychological effects instead of inclusive biological, social and economic effects. All the discussed interactions are therefore all geared towards psychological interactions and behaviors.
2.1 Sample and Methodology
The sample that was used to determine the research scope was Singaporean students of ages eighteen to a range of twenty-five. These students were used to determine the scope of effects of playing themassivemultiplayer online role-playing game. The case study was then based in Singaporean students and the interview students within the range of provided ages were used to represent the rest of the students. Both primary and secondary research sources were used, but the fieldwork was done by use of interviews. Being that the sample was alreadyidentified;interviewing a whole of the students within the age range was not possible. The sample was then put as a case study that would be used in representing the entire population. Students in the Singaporean environment were identified in the streets through age identity. One hundred students who well fitted in the age range were identified all over in a random selection, and they were taken through interviews of the research scope. Open-ended interviews were used in order to allow students give numerous answers depending on their knowledge, information and experiences with the online gaming. Interview schedules and questions were distributed randomly, and every student had a chance to handle the questions in their own convenience. Written answers were then collected and information about oral answerstoo for analysis.
3.1 Findings and Analysis
Among the one hundred students of Singapore who was interviewed, all of them managed to give answers about what they were being asked. The numerous answers were piled into ranking of the effects.
Physiological Effects of MMORPG on Singaporean Students
The one hundred students who were interviewed included sixty with the gaming habit and forty without the habit. The students had views, and many answers were provided depending on the effects that were observed and some that the interviewees experienced.Eyestrain was the major physiological effect that came up with the use of massive multiplayer online role-playing games. Eyestrain was ranked to be the most experienced by 98% of students because they glue their eyes often on computers and machines. The weight loss came second at 90% with students explaining that their lives are interfered with. The students are not able to engage in normal life activities, and they even avoid often eating leading to a massive weight loss. Back strain as an effect was rated by 79% of the students to be a physiological problem. Too much sitting and not changing the body posture was a reason for the backaches. Rapid respiratory and heart rates came up as an effect at 50% with most explanations being the immobility of students when they are online. Other effects that were reported to be minor included body sakes (20%), hyperacute vision (12%), hyper acute hearing (10%) and a deteriorated physical appearance (2%). The physical appearance did not matter during the research because most students use makeup to be more beautiful, and the deterioration can at times not be noted. Moreover, there are dressing codes that make people beautiful even when they have problems with their physical health.
4.1 Conclusions
Video gaming is a major speculation in research for the video gaming because it can be a good and bad source of addiction at the same time. However much most of the effects of the games are negative, some positive are also noted. Positively, gaming relieves stress, gives financial gains especially during betting, brings people to socialize together and is a good leisure activity. It is only that students have taken the games to be major activities, and this is why negative effects outdo the positive ones. Physically, there have not been any positive effects of the gaming unless more research is carried out with time.
5.1 Appendices
Reference List
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Open-Ended Interview Guide
Hallo respondents, I am conducting a research study about the physiological effects caused by playing MMORPG on Singaporean students, a sample study of the Singaporean students. I am kindly requesting you to give yours answers and opinions about the questions asked below. Your corporation will be highly appreciated.
Section A
Personal Details
Age
Gender..
Level of Education.
Religion
Status of Employment.
Section B
What are some of the physiological effects that can be observed in students due to the online gaming activities?
Which effect do you think is most severe?
Which are the least experienced physiological effects from massive online gaming?
Have you experienced some of the effects?
What measures can be taken to handle the massive multiple gaming among students?
Are there any other observed, learned or experienced effects among students apart from the physiological ones? E.g. psychological, social, economic effects etc
Suppose one is addicted to the online games, are the social interactions interference made to alter the physical purpose of a person?
Explain the importance of online gaming rtaher than the side effects on students
Is the population of students who are attracted to the online gaming more or less than the ones who do not practice the online games?
List some of the factors that promote massive multi player games..