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A Brave New World
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Online Gaming Changes Social Interactions
by Brad Wall

 

Just a decade ago, the idea of playing a simple game of hearts online seemed wild and far-fetched. Oh what a difference a decade can make. The advent of massively multiplayer online role-playing game, or MMORPG in 1997 has forever changed the landscape of gaming and social interactions.

Ultima Online was the first MMORPG to hit the market. It was soon followed by Everquest (EQ), Diablo II and a host of others.

These games allow an individual to completely assume a virtual identity. Someone could completely change their height, appearance, or sex if they wanted. For the first time people were able to do more than talk to each other, they were able to own property, have jobs, and live an actual life on the Internet.

EQ and Ultima Online are currently two of the most popular MMORPGs. Ultima, for instance, boast on their website that over 225,000 people spend ...an average of between 10 - 20 hours a week immersed in the land of Britannia and the virtual world of Ultima Online.

EverQuest, however, is even more popular that that. Over 1.5 million people have purchased the game and the fantasy world of Norrath, the land where EverQuest takes place, is populated by an average of 100,000 player at any given time.

Unfortunately, there is a growing problem of people becoming addicted to online gaming. Players of Everquest often refer to the game as Evercrack because of its addictive nature.

evercrack.jpg
They call it Evercrack for a reason

 
Judging from the thousands of messages in the 3099 member EverQuest-Widows newsgroup, EQ addiction is a real event, affecting thousands of lives. It isnt uncommon to read desperate post pleading for help and support because their spouse is more emotionally attached to EverQuest that to them.

There are horror stories of people forgetting appointments, and forsaking birthdays just to spend hours in front of their computer playing EQ. EQ addiction isnt just limited to anonymous nerds hunkered down in their mothers basement. Former Nixon speechwriter and star of Win Ben Steins Money Ben Stein has had to deal with having an EQ addict for a son.

"There is something about these games that is addictive and potentially dangerous for your child..." Stien said to Entertainment Tonight while discussing the trials of removing his 15-year old from the lands of Norrath.

The most severe case of EQ addiction on record is the case of 21-year old Shawn Woolley of Hudson Wisconsin, who committed suicide last thanksgiving.

Woolley, according to his mother Liz Woolley, reportedly killed himself because something bad happened to his EverQuest character.

"That damn game", she said in a recent interview on 48 hours, "He shot himself because of the game."

Sony online Entertainment declined to comment on this story, but CEO John Smedley has gone on record stating in the same episode of 48 hours, "Everquest is a game. And I dont see any connection between a form of entertainment and somebodys tragic suicide." He also went on to say that calling Everquest addictive is "nonsense".

Why Evercrack?