A mage incinerates her enemies from afar, fiery magic streaking from her fingertips. Wielding the elements of nature with ease, she decides with sinister glee on the next spell she should manipulate. On the other end of the spectrum, we have warriors. Brawn over brain berserkers that often rather rely solely on brute force, but that does not mean they are any less capable then their witching counterparts. You could be anyone; a hero from zero, a powerful and feared bounty hunter, heck, even a maiden in distress if that is your kind of thing. I am of course, referring to the emerging world of virtual fantasy, massive multiplayer online role-playing game or MMORPG for short.
MMORPGs are specifically the type of online computer games that require investments of time and money, usually to exorbitant amounts. As a result, the stereotyped image of computer gamers is often negative. Besides being a form of addiction, MMORPGs are viewed as an alternate avenue for the socially-dysfunctional. It is believed to be plagued of players with identity crisis, and others who cannot see the distinction between real life accomplishments and in-game acquisitions.
What draws people to spend enormous portions of their life on achievements measured by pixels on a digital screen? The truth is that MMORPGs have great appeal because they are able to cater to very different motivations of play, all at the same time. One way of understanding these differences is by exploring how male and female players seem to prefer very different aspects of MMORPGs. For the majority of male players, the most obvious appeal derives from the elements of achievement in these environments. Guys love the fact that they earn exclusive boasting rights after accumulating tangible wealth, rare items and power. This refers to the males being more concerned with logos, or what is communicated during speech. However, for the majority of the female players, their main appeal comes from the joy of chatting, making friends, and affiliating with larger social groups such as guilds. This refers to the lexis, or how the speech is delivered, rather than the content. For females, the focus of the game is in building relationships, and killing monsters is something you can do while chatting, whereas for the male players, the focus of the game is in killing monsters, and chatting is something you have to do to coordinate battle plans!
Along the same lines, some argue “virtual relationships” are inherently meaningless, as one can hide behind a computer screen and portray himself anyway he wishes. This is because in a MMORPG, you could be anyone, possessing any skills, limited only by the boundaries of your imagination. They believe that the interactive model of communication that the net provides also allows you the time to plan and regulate your responses. However, do consider we all wear masks in real life! It is naive to assume that we get to know a person intimately merely because we can interact with them with the transactional model (face to face). On the other end of the spectrum, this might even be a good thing! The removal of physical cues such as age, appearance, race and social class forces players to interact with each other with far fewer prejudices and stereotypes than they would in real life.
Another line of critique argues that this make-believe virtual world is not only pointless, but also perhaps of danger to teenagers who may lose hold of their real identities. First then, lets question what “real” identity refers to in modern times. According to the social constructionist perspective, are they social cages called expectations enforced by our family and friends? People might expect us to act in ways that might not necessarily reflect who we truly are, unknowingly trapping us in our own masks. Without this expectations in-game, MMORPGs allow you to embrace or even discover your true self! Also important to note, there is a distinction between identity and role. There is nothing wrong with having many roles as everyone does too shift between multiple roles in modern society. Take for example; a teenage boy is a student, a son, a brother, a group leader and a member of a team all at the same time. Do we ask ourselves if the brother is losing himself in the role of the son?
In fact, maturity is about the accumulation and balance of roles, and more importantly, the understanding of life from different perspectives. I believe with careful supervision, the virtual worlds that exist in MMORPGs provide truly safe spaces for trying out different roles and perspectives. Change only occurs after knowing what you are not, and testing out different roles and personalities is the kind of experimenting that all teenagers go through anyway. The difference is that this experimentation is much safer in these virtual worlds. Is this something we should shun?