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Young People and MMORPGs: socialisation and shared moderation

Arguably, a Massively Multiplayer Online Game (MMORPG) cannot be considered just another videogame. The MMORPG genre involves a unique interplay of core elements that ought to be explored as a distinct category of online activity.

The distinctiveness of the MMORPG’s genre separates it from more traditional gaming genres, e.g.,First-Person Shooters (FPS). FPS games, which are typically short, time-constrained games where emphasis is placed on fast reactions which involve violence. FPS have received a great deal of attention in the media due to concerns that violent content may play a role in justifying and reinforcing appetites for violence and encourage violent behaviour in real life.

However, fewer questions have been asked of the genre known as MMORPGs, which typically involve fewer graphic representations of violence. Furthermore, MMORPGs unlike FPSs require the investment of a lot of time, by both adults and young people to interact socially and work cooperatively with others, in a persistent online environment; which differs to the fast pace and brevity of FPS. 

Most MMORPGs are rated as ‘Teen’ although they can be played by those 12 and younger. The most recent popular MMORPG to be released was World of Warcraft, which by August 2005 the total worldwide population of players exceeded 4 million. The game, as with almost all MMORPGs, requires a monthly payment to continue playing. In the past it was necessary to make this payment by credit card. However, more recently it has become possible to play via ‘game cards’ which can be purchased in shops by young people using cash.

Typically a young person’s parent will not be able to enter the game if they do not know the account name and password, as the adult will not have paid for an account for themselves. This situation highlights the need to explore a number of issues, including shared moderation, i.e., develop a code of practice which stipulates that each player has roles and responsibilities not only for their own interactions but also the interaction of others.

Author: Neil Malone, UCLan
Published: Wednesday, 7 Dec 2005
Last changed: Wednesday, 4 Jan 2006
 
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