First came computer games. Then DSL came along, and broadband online access came along followed by computer games which anyone can just sit in front of their computer and play games all day long. This has led to the development of a few extremely successful MMO’s (Massively Multiple Online Playing Games).
One of the most successful of these games is “World of Warcraft,” or “WoW”, which currently is believed to have about seven million active online players. Like many of its genre, World of Warcraft is built on the classic medieval fantasy model, a combination of Tolkien, Camelot, and a liberal dash of unique original elements mixed into the hoary stand-bys. The world is full of magical spells, swords, knives and shields, gold pieces and several other items of value, and skills both from this world and other worlds that your character can acquire with some practice and some hours online.
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A player in the World of Warcraft game creates an Avatar which is a fictional character whose role you will use while playing the game. The game is a never-ending series of quests that leads to slaying monsters, acquiring wealth and property and higher levels of skill – and interacting with other players in order to accomplish many of these things. Normally, a player will create a certain identity with a set of skills that allows him to join wizards, virtual professionals or a guild of similar artisans.
There is a significant social interaction component to this game and other MMOs. Indeed, game designers build “virtual third places” to encourage interactions. Quality time in World of Warcraft can be time spent with others, be it raiding a dungeon in a group, socializing with bystanders in a cantina, or chatting with remote guild mates while exploring the wilderness on your own.
You should assume that WOW is an extension of high school and twenty-something video gamers knocking themselves out online. There is a good deal of that – but it is also clear that the game’s popularity has extended well beyond the original gaming demographic – as has interest in other MMOs such as Second Life.
The clearest indicator of the intensity in which WOW is played is the role that the game has taken on the real world. Players have taken to developing skills or acquiring rare and virtually valuable in-game properties and selling them for real money on such exchange sites as eBay. {This is not something the game developers want to encourage, and is generally forbidden, not just by World of Warcraft, but most MMOs.}
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There is a big market for these products and they will continue to flourish as long as their popularity continues. An author of a book about the MMO explosion has given several players interviews about the significant expenditures for game pieces like real estate, swords and magic spells. Among them he found a carpenter, a bread truck driver and other working men with families.
Some of these people interviewed were people that have given up their careers to sell World of Warcraft Merchandise full time. Some of these individuals sell their products online – just as those who are quitting the game or having financial difficulties will sell entire characters. Rare in-game items such as powerful swords, and powerfully developed characters can bring several hundreds of dollars. While these activities help drive the popularity of the game, they are still considered against the game’s “terms of service.”
WoW has continued to shatter records for MMOs, and its combination of addicting game-play and social interaction has proven tough to beat. WOW players invest much time and also a monthly fee to enjoy this experience on a regular basis. These MMO’s are expected to grow even faster with the never-ending increases in internet speed.
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