First, what is an MMORPG? (because that’s what we’re talking about in general). In English, it would be a massively multiplayer online role-playing game. More understandable, this is an online game where a large number of players interact with each other, each assuming the role of a fictional character in a fantasy world.
There is very little true creativity in online MMO games. They are carefully designed to keep you playing for as long as possible, often doing the same repetitive tasks over and over again to gain money or trophies, experience, or to meet some other in the game goal. There might be some problem-solving in-game but, within the confines of the game, there is a limit to how complex a problem can be and a limit to how creative the solution might be. There are so many other more creative activities kids can be doing!
If anyone would ask me what globalization is, I would probably say that it is an MMORPG. An essential role in the game is actually the community, if it did not exist, I would probably have left the Atlantica Online world. As the teenager in the Chinese documentary said, behind these nicknames and characters are real people, different ethnic groups and different ages, with different preoccupations, and gradually spending some time in the game, you begin to attach yourself to them as some real friends, being aware of the game’s convention. I would not see why this type of virtual attachment would be different (and wrong) to the attachment in all. The same mechanisms of social relations work. And “globalization” of this kind means first and foremost Knowledge, an open and very accessible window to the broad world (through the game’s chat). The head of the guild they are part of is 42 years old and is, as he confessed, “a lost Canadian in Texas”. She likes boats and we all congratulated him when his little girl won an airplane contest. From time to time, he “disappears” during a mission, apologizing, and jokingly saying that “aggro” (aggro, used when monsters attack you unexpectedly), calling him to the table or sending It’s up to the supermarket. In the guild, there are many players in South America, from countries I have come to know as much as they can. Alex is from Ecuador but emigrated to Spain, where he goes to college and wants to become a programmer. He has recently sent us a message to everyone, explaining that he can not play for a while, school starts, it will be a tough year and will have a lot to learn. However, I saw him last night in the Nation Dungeon (a kind of “war” by Mihail), riding a dragon, and I warned him not to quit the course. We also have a father and a son – AnetSword, retired, over 60, and his MeditatedPie boy. Pie plays from year to year, so the father administers his account. Belaro (American name George) plays with KingJimmi (so-called on their cat). “Bel, let’s make a Guild Dungeon. Call it and King! “I can not sleep, ” Well, wake her up, but be gentle! “I dare not do that! “LOL! “There are also couples who have formed the game, sometimes even from different countries. They visited, liked, and now they are together in the all. Cannone is a sensitive and shy Belgian who still hopes to find a girlfriend in Atlantis. With Darkstar, I exchanged shoe sites links (from Sweden and from Romania). From time to time, the players are launching live and polemical discussions about politics, economics, local customs, taboos (a Muslim has always struggled at me why I’m not married at my age and “not good”), walking the world in general.
An entire industry has sprung up around creating and selling virtual items and this industry is now worth over 6 billion dollars. “Collecting” can become addicting behavior and MMO games actively encourage it. It keeps you playing (even if these items have no direct effect on the game) and keeps you spending till the end of the game.
I’m web developer and websites administrator.