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Old 03-07-2007, 01:32 PM   #1
Armen
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quite interesting - the first fifteen minutes or so is about it

http://www.bbc.co.uk/radio4/factual/thinkingallowed/
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Old 03-09-2007, 02:54 AM   #2
/)eathKiller
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>_>; xD He just sort of seems lost in the game at the start. He'd have probably made a greater listen if he'd talked about more of a social-constructed game and less of an RPG-esque video game, like Second-life or something. Though they discuss a lot about the idea of social status being affected by game items and progress. He's right that you do feel more respectful of people in games based on how much more advanced they appear or based on items on their person. They go way too much into specific details about his character, though. There also are a number of behavioral processes tied to these people such as game-based encouragement to continue playing combined with social interest, desire for exploration, fighting, etc.

As a psychologist who's done a great deal of research and who has even experienced, first hand, MMORPG addiction, I do think social discussions about this sort of thing are great but more focus needs to be placed on the physiological and neural processes behind guiding social construction. It is interesting, nonetheless, that people are at least examining these things and discussing them. Here's to more researchers looking to things gamers consider everyday to better understand exactly what it is that drives players to play. Don't forget that with more knowledge better games could be constructed to cater to such drives, as well.
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Old 03-09-2007, 03:28 AM   #3
Armen
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indeed

{gives secret psychologist handshake}

i've just started online role playing here on ironworks and have been indulging in overcomplicated musing about what it says about the character-'executive' relationship (or something like that)

say, for example, my character tells another gamer's character that they should go to kill the dragon - the other character refuses

now is that their character refusing to go along with my character?

it is the player not wanting his or her character to do it?

or is it the player not wanting to be 'told' by me (via my character) what to do and refusing via his or her character?

or something else

and don't get me started on in-character references to the game environment or similar

i did say musings rather than well formed thoughts

there are layers is basically what i'm saying
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Old 03-09-2007, 09:43 AM   #4
Attalus
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MMORPGs - nobody ever lost money underestimating the taste of the public. Yech!
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Old 03-09-2007, 05:02 PM   #5
Thoran
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Quote:
Originally posted by Attalus:
MMORPGs - nobody ever lost money underestimating the taste of the public. Yech!
Amen to that, but I think the whole "Virtual Reality" thing poses some interesting questions/problems.

As time goes on and technology improves I see the real risk that Tech will become more addictive than ANY drug... with all the resulting dangers to society.

Imagine a virtual world that's totally immersive, including full sensory inputs. It'd be the Matrix, but instead of being a helpless victim... you'd be the god of the world. How compelling would such a place be compared to real life where you're a peon with no hope of every being more than a peon. Instead of escaping through drugs, you'd strap in and escape into a virtual world where you're in TOTAL control, where you live in a huge mansion, have a harem, control the world, have superpowers, are rich and powerful, etc...

Heroin would have NOTHING on the level of addiction that sort of Virtual Reality would create.
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Old 03-09-2007, 05:19 PM   #6
Lucern
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Nice post Deathkiller - it does speak to the differences among social scientists though. It's only natural that a sociologist would look for the social construction of worlds with attention to structures of class and power, whereas you, a psychology-minded individual want to see internal processes looked at, which importantly affect social construction (to a degree, it isn't all internal )

As an anthropologist-to-be, it's good to see social phenomena such as this actually attended to. As social scientists who grew up playing such games become professionals this type of research will become less phenomenolgical and more a serious look at complex human engagement that matters. I could be one, but I don't want to fight funding agencies to convince them of its validity at this point
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Old 03-09-2007, 06:16 PM   #7
Kynaeus
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Quote:
Originally posted by Thoran:
quote:
Originally posted by Attalus:
MMORPGs - nobody ever lost money underestimating the taste of the public. Yech!
Amen to that, but I think the whole "Virtual Reality" thing poses some interesting questions/problems.

As time goes on and technology improves I see the real risk that Tech will become more addictive than ANY drug... with all the resulting dangers to society.

Imagine a virtual world that's totally immersive, including full sensory inputs. It'd be the Matrix, but instead of being a helpless victim... you'd be the god of the world. How compelling would such a place be compared to real life where you're a peon with no hope of every being more than a peon. Instead of escaping through drugs, you'd strap in and escape into a virtual world where you're in TOTAL control, where you live in a huge mansion, have a harem, control the world, have superpowers, are rich and powerful, etc...

Heroin would have NOTHING on the level of addiction that sort of Virtual Reality would create.
[/QUOTE]We talked about this kind of thing in Religion a while back;
Would you rather try out for the High School football team and be an average player?
Or would you rather go out and be the star quarterback in the super bowl finals?

Eventually many people would just end up living completely in an unreal reality.
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Old 03-12-2007, 09:48 AM   #8
Armen
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Quote:
Originally posted by Thoran:
Heroin would have NOTHING on the level of addiction that sort of Virtual Reality would create.
scott adams (the guy that does the dilbert cartoons) has knocked out a few books that i've read - one of them has a section on 'why the future will not be like star trek'

on this virtual worlds thing, with respect to 'holo-decks' he points out (quite amusingly) how if such a thing existed he would spend his entire life in it with cindy crawford and her twin sister

assuming that many other people would be similar, he quite reasonably concludes that 'the holodeck would be mankind's last invention'
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Old 03-12-2007, 11:25 AM   #9
Nightwing
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We are also seeing a growing number of players entering into emotional relationships with thier online characters and it is effecting their home life. They are giving and getting so much from their online relationships they don't want to participate in the real relationships they have. It is splitting up families and couples.
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Old 03-12-2007, 11:46 AM   #10
robertthebard
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While there are many negative aspects to this, as some of the ones listed above, there are also postives. I, for example, am unable to get out and participate in a "normal" life, since my headaches prevent me from being exposed to direct light for extended periods. Online role playing games give me an oppurtunity to interact with others that I wouldn't ordinarily get. In the long run, it's far healthier for me to interact with real people, whether online or off, than to sit here with my cat.

I don't see many people here, and I can't get out, so online is the only place I regularly interact with other people. Any body that cares to look can see that my post count average here has climbed dramatically in the last two years, and this is because I have used this, and other message boards, and online gaming to keep in touch with the world outside my own. While sometimes the online gaming can, and has become a problem, there are positive aspects to it that, I feel, cannot be overlooked.
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