To your right stands a tall human in bulky plate armor played by a young woman from Quebec, Canada, who is going to college for advertising. To your left stands an elf wielding magic in his hands played by a non-traditional student attending college in Germany for a degree in media arts. Before you stands one of the ugliest monsters you have ever seen. That’s okay, though, because the friends you have made playing this online game are supporting you. You’ve got this.
Online gaming has proven to be a new means of socialization in the modern world. Students might have heard of some of these games, though they may not know what they are. “World of Warcraft,” “Second Life” and “Star Wars: The Old Republic” are a few of the many MMORPGs, or massively multiplayer online role playing games, that are popular today.
The concept behind these types of games is players must work in a team to accomplish goals. These goals include fighting giant monsters, fighting other teams of players or simply socializing and meeting new people while playing the game.
Online gaming in MMORPGs offers players the ability to be in complete control of what other people see about them. Mainstream media forces expectations upon its viewers, such as the expectation to be skinny, tan, muscular or well-dressed. These types of expectations lead to social anxiety for people who do not meet them. Within the world of online gaming, players can create their own avatar to represent themselves. No longer can someone be deemed too fat or judged for being dressed inappropriately. In the video game world, other gamers only see what the player allows them to see.
Online gaming offers people a means to escape the expectations of mainstream media, much like offline games such as “Skyrim” or “Mass Effect” do. However, unlike offline games, online games such as “Second Life” or “World of Warcraft” offer players the opportunity to socialize with thousands of others who are playing online. Players are not shutting themselves off from the world; they are circumventing the expectations of mainstream media while still socializing with other people.
Yet there are still stereotypes for gamers who play MMORPGs. The stereotype that all people who play games such as “World of Warcraft” live in their parents’ basement, are overweight, don’t shave and are socially awkward and immature is inaccurate.
Are there people who fit this stereotype? Sure. However, millions of people play online games, and there are many players who are college students looking to play an online game with friends.
Research has shown that online gaming has no serious health effects on players. In fact, online gaming is a healthy substitute for socializing when physically going out and meeting people face to face is not an option. It is the time spent playing, their diet and exercising habits that effect players’ health. Just like any other video game, moderation is key.
There are players online twenty-four hours a day, every day of the week. This means no matter what time you turn on the game and play, there will be someone else with whom you can play the game. A student who spends much of his or her time studying and working and cannot find free time until after midnight can still meet people while gaming.
A person who works third shift and sleeps all day can still socialize online. An international student or a student who came to UW-Whitewater from another state can log onto an online game and play with his or her friends and family back home.
Online games offer a new means of socialization for people of all demographics, including students here at UW-Whitewater. For students, time is a commodity that is in short supply, and going out to meet new people might not always be easy. Human contact is essential for a person’s health but online gaming provides a new and healthy way to meet other people.
Online gaming-more than just a game.
September 11, 2013
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