Me, My Avatar and I:
Massive Multiplayer Online Games and College Student Well-Being |
CCAPS Newsletter
June 2007
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Me, My Avatar and I:
Massive Multiplayer Online Games and College Student Well-Being
By
Linda R. Young, Ph.D.
Seattle University
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| “I used to be very
quiet and withdrawn. In school, I was extremely insecure about
myself and my abilities. After picking up World of Warcraft in ninth
grade, I developed the extroverted side of myself and became way
more outgoing… Now I'm the one who's drawing out the quiet ones,
because I still know how it felt to be that shy. I am also much more
confident in my own intelligence and abilities.”
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-16
year-old girl, from N. Yee,
online gaming research, 2006 |

Sixty-five percent
of college students were regular or occasional players of video, computer or
online games by 2003 (Jones, 2003). The popularity of massive multi-player
online role-playing games (MMORPGs) such as World of Warcraft continues
to grow, with the number of games online
doubling every 18 months (Castronova, 2006). Are these
games harmful? Beneficial? Benign? In this article, I will offer an
introduction to the world of MMORPGs and how they may be influencing our
students’ personal growth and well-being.
What are Massive
Multi-Player Online Role-Playing Games?
MMORPGs are computer games in
which many thousands of players may participate simultaneously from around the
world, in virtual environments that endure and change whether an individual
player is signed on or not. For the player, the vast communal environments of
MMORPGs make them psychologically and socially very different from games played
alone or with a partner on consoles such as Sony X-Box, PlayStation or Nintendo
Wii. I have chosen to focus on MMORPGs because I believe they have been given a
bad rap, often lumped together with less social games. Anecdotally, I’ve heard
psychologists and counselors dismiss them as a waste of time at best, and a
serious addiction threat at worst. I have even heard Multiple User Domains (MUDs)
like MMORPGs referred to as “Multiple Undergraduate Destroyers”.
In the MMORPG, each player
chooses a fictional character, or “avatar”, whose appearance and activities he
or she controls. Most MMORPGS are progressive, meaning that characters advance
their skills through levels or get closer to goals through “quests”. Often
players join “guilds” or “clans” of other players with whom they play frequently
and form social networks. Guild members can take on roles such as becoming
leaders, protectors or healers of other guild members. Players often build
social relationships with others inside and outside the game via chats,
community forums and real life events. Players can also spend real money on game
coins and various items to help them get ahead. Virtual economies have become
enormous and complex, mimicking real life economies. MMORPGs first made their
mark with Ultima Online, created in 1997, followed by Everquest in 1999.
Some MMORPG’s are not based on
competition and advancement, but are simply alternative worlds in which players
control the appearance and actions of their avatars, which can be customized to
look much like users in real life, embody their ideal selves, or represent
fantasy creatures. In the game, avatars work, play, buy, design and sell
property, have sex, sustain friendships, go to church, shop and just about
anything else one does in real life.

These non-competitive games are
even more appealing to females than males, whereas competitive fantasy games are
overwhelmingly preferred by males. Some examples of popular non-competitive
MMORPGs are Second Life, There, and The Sims Online. Real
businesses, concerts, university classes and news programs have been sprouting
up in SecondLife at breakneck pace this year, and there is an educational
community forum in which college instructors, administrators and counselors have
begun to congregate. For a glimpse of the fascinating possibilities of the new
virtual world see Second Life video at
http://youtube.com/watch?v=b72CvvMuD6Q
Then view how Ohio University
is using SecondLife at
http://youtube.com/watch?v=aFuNFRie8wA&mode=related&search=
How Popular are MMORPG’s?
Player Characteristics
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The average player is about
26 years old. Female players are typically older than male players, with
27% over age 35. 25% of males are between 18 & 22, while only 15% of
females are in this age range. (Yee, 2006b).
Yee also found that the average player is politically liberal,
non-religious, keeps up with current events and is more often first-born
than by chance.
http://www.nickyee.com/daedalus/archives/001556.php
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An exact read on how many
hours a week gamers play is hard to capture since time online depends on the
game and the sampling method. In Yee’s self-selected online sample, the
average time was 22 hours/wk. In Everquest’s marketing material the
median time was 20 hours. According to The Entertainment Software
Association, in 2007, males played 7.6 hours per week on average, while
females played 7.4 hours/wk. (retrieved from
http://www.theesa.com/facts/gamer_data.php)
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48% of online gamers are
male & 42% female according to the Entertainment Software Association. But
this also depends on the game. For competitive MMORPGs, the ratio is about
85% male and 15% female, and for non-competitive games about 60% female and
40% male.
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Players are
ethnically diverse, but the largest percentage of players are in South Korea
and China.

What’s the Allure?
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Mastery – Clear rules are set for
achievement of goals and there is concrete feedback on one’s competitive
status. Players can control the degree of challenge. For males, this is
the most common motivation for playing (Yee, 2006a).
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Socializing and Relationship Formation –
Males and females are just as likely to be social in online games but
females are more likely to be become involved in more intimate online
relationships, and play with their real-life romantic partners (Yee, 2006a).
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Escape,
Immersion in Fantasy - "For
gamers, the thrill of the game is the virtual experience, the chance to
escape reality and, to a degree, control their destiny. Gaming, whether
online, mobile or console-based, lets players be a part of the storyline and
live in an alternate reality. [...] It allows the player an
experience that generates real emotions” (Bruce Friend, executive VP, OTX,
retrieved from
http://promomagazine.com/marketing_in_the_game/, May 12, 2007).
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Instant gratification - Stimulating
entertainment is accessible twenty-four hours a day, is cheap or free, and
endlessly varied.
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Anonymity – Players can conceal their
true identities, although some reveal much personal information to others
in-game.
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Teamwork - Players of competitive games
must work together to advance well.
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Honing Visual Processing Skills – People
who play video games process visual information faster and can monitor a
larger field of vision more accurately. (Dingfelder, 2007)
All
of these factors make a compelling case for MMORPG benefits. A few more
testimonials from Yee’s “Daedalus Project” illustrate the power of such highly
social and diverse games:
“I had never really thought of myself as a leader, or someone who naturally
takes charge. After pouring myself into being a WoW guild leader for almost
2 years, I find myself taking on the role of arbiter, overseer for projects,
personal counselor, and friend to a lot of people whom I've never actually
met. This has translated into my personal life a great deal, as I've gained
the confidence to begin acting upon leadership impulses in my workplace
which have recently led to a promotion to upper management” – Anonymous
“I don't particularly want to be an angry person, especially in real life -
it raises blood pressure and stress and tension levels. It makes you insult
people for no good reason and gives you intent to cause the same anger (and
depression really) in other people. It's nothing I want to be a part of, and
playing World of Warcraft and controlling these emotions has taught me some
aspects of Anger Management, I find myself feeling less tense in real life
now and I'm thankful for it.” – 19 y.o. male
“I honestly think the ability to understand current events a lot better
thanks to Guild Wars, my good in game friend happens to be Muslim, and I (an
American) don't get any interaction with Muslims outside the internet, and
he has really helped me understand just how ... ignorant so many people are,
and how powerfully destructive the media is. I've also met many British
gamers, who have helped me understand that America isn't the center of the
world.” - 15 y.o male
What are the Risks?
Addiction?
Internet addictions have no classification (yet?) in the DSM IV – TR. There is
some ongoing controversy about whether Internet Addiction, including online
gaming, is a true addiction. See John Grohol’s Internet Addiction Guide
at
http://psychcentral.com/netaddiction/ , which makes the case against
addiction. He views the Internet as a benign medium, and makes the point that
we probably wouldn’t get overly concerned about young adults who tune out the
world to immerse themselves in books for many hours a week, but there is a
stigma attached to gaming. If gaming does not involve harmful substances, or
negative financial or biological consequences, Grohol suggests it is not a true
addiction. If other life arenas do suffer from too much time spent in MMORPGs,
Grohol suggests that compulsive use be treated with CBT, like other compulsive
behaviors, and underlying issues be addressed that playing online is masking.
A
somewhat opposing view is presented by Kimberly Young, the director for the
Center for Internet Addiction Recovery at
http://www.netaddiction.com. Young says “Like a drug, gamers who play
almost every day, play for extended periods of time (over 4 hours), get restless
or irritable if they can’t play, and sacrifice other social activities just to
game are showing signs of addiction.” Common warning signs include:
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A preoccupation with gaming
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Lying or hiding gaming use
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Disobedience at time limits
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Loss of interest in other activities
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Social withdrawal from family and friends
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Psychological withdrawal from the game
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Using gaming as an escape
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Continuing to game despite its consequences
Young’s self-test at
http://www.netaddiction.com/resources/online_trading.htm may be a useful
tool for initially determining if and how online gaming may be interfering with
a student’s other life arenas in harmful ways.
Wan &
Chiou’s (2006) Taiwanese research noted a significant difference between
addicted and non-addicted players, which can be useful to counselors. “Addicted”
players were compelled to play to relieve dissatisfaction and “non-addicted”
players reported playing primarily to pursue increased satisfaction. If the
motivation to play is to escape one’s life offline, other mental disorders such
as depression, anxiety and relational problems, which preceded game immersion,
may be the root problems that need to be addressed.
Delayed Developmental Tasks?
In a
Taiwanese study, students who played more than ten hours per week were
significantly more likely to have unsuccessful resolutions of Erickson’s
Identity and Intimacy tasks of young adulthood than those who played
infrequently (Huang, 2006). The directionality of this finding is impossible to
determine, but can also be considered when working with students with
developmental delays.
Missing Real Life Social Cues and Increasing Compensatory Cues?
When
people aren’t face-to-face it’s possible to lose accuracy of detection of
non-verbal cues and engage in compensatory behaviors such as revealing more
intimate details about their lives than they would face-to-face. This is why
some suggest that online games, social networking sites and weblogs often reveal
surprising levels of intimacy. In one of Yee’s studies, he found that 43% of
female and 28% of male 18-22 year-old gamers revealed personal issues or secrets
to MMORPG friends that they had never told to real life friends (2006b). He
also found that they reproduced non-verbal habits with avatars online that are
common in real life. For example, male-male avatar conversational pairs used
greater social distance than female-female avatar pairs.
How Can College Mental Health Practitioners Assess Risk and Leverage Benefits of
MMORPGs?
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During initial individual counseling assessments,
routinely ask any students who are failing academically, having relationship
issues or exhibiting any obsessive or compulsive symptoms about their online
behavior. Find out how much time they spend online and what, specifically,
they are doing on the Internet.
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If a student
presents with compulsive online gaming habits, find out (1) what he or
she finds most exciting about the game itself (2), what he or she
escapes feeling or thinking about during the time spent online. Offer
Sirgy et al’s Measure of Internet Well-Being (2006). It was
designed to “identify all the perceived benefits and costs within
salient life domains of college students”.
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Use what the
student finds exciting to create CBT interventions that offer
alternatives for gratifying the same needs offline in a more balanced
way.
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Use information
about what the student is escaping through online play to treat
underlying emotional and relational issues as you normally would.
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Facilitate an online gaming forum for idea exchange with students, rather
than focusing on risks and addiction, or assuming they need help. (This
approach is likely to produce better attendance). Be open to learning more
about the costs and benefits of gaming directly from them!
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Read to get yourself up to speed. Some recommended books are below.
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Try playing an MMORG yourself if you haven’t already!
Castronova, E (2007).
Exodus to the Virtual World: How Online Fun Is Changing Reality. Pelgrave
MacMillan
Castronova, E. (2006).
Synthetic Worlds: The Business and Culture of Online Games. University of
Chicago Press
Cooper, R., Spaight, T., &
Dibbell, J. (2007). Alter Ego: Avatars and their Creators.
London, U.K.: Chris Boot
Guest, T. (2007). Second
Lives: A Journey Through Virtual Worlds. London, U.K.: Hutchinson
Dingfelder, S. F. (2007). Your Brain on Video Games. Monitor on Psychology,
38 (2) p. 20-21
Harding-Rolls, P. (2007). Western World MMOG Market: 2006 Review and Forecasts
to 2011. London, U.K.
Huang, Y. R. (2006). Identity and Intimacy Crises and Their Relationship to
Internet Dependence among College Students. Cyberpsychology and Behavior, 9
(5) p. 571-576
Jones, S. (2003). Let the Games Begin: Gaming Technology and Entertainment Among
College Students. Pew Internet and American Life Project, June 2003
Sirgy,
M., Lee, D., & Bae, J. (2006). Developing a Measure of Internet Well-Being:
Nomological (Predictive) Validation. Social Indicators Research, 78 (2),
p 205-249
Wan,
C & Chiou, W. (2006). Psychological Motives and Online Games Addiction: A Test
of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents.
Cyberpsychology and Behavior, 9 (3), p. 317-324
Yee, N., (2006a).
Motivations for Play in Online Games.
Cyberpsychology and Behavior, 9 (6)
p. 772-775
Yee,
N., (2006b). The Demographics and Derived Experiences of Users of Massive
Multi-User Online Graphical Environments. PRESENCE: Teleoperators and Virtual
Environments, 15, 309-329.
Yee,
N. (2007). The Unbearable Likeness of Being Digital: The Persistence of
Nonverbal Social Norms in Online Virtual Environments. Cyberpsychology and
Behavior, 10 (1), p. 115-121
Yee, N. (2007) "The Daedalus
Project" available at: http://www.nickyee.com/daedalus

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