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Impact of The Internet - Jess Magnus
Impact of The Internet - Jess Magnus
Impact of The Internet - Jess Magnus
Online
Gaming
is
today
one
of
the
most
popular
entertainment
activities
on
the
World
Wide
Web.
(Bizymoms,
2009)
With
all
the
types
of
gaming
available
such
as
social,
educational
or
entertainment,
its
no
wonder
that
there
are
so
many
people
using
the
Internet
for
gaming,
with
217
million
people
worldwide
play
online
games,
according
to
new
figures
released
by
comScore
(Riley,
2007).
With
the
growth
of
the
Internet,
online
gaming
started
gaining
status
in
the
1970s
but
it
became
popular
during
the
1990s...
(Bizymoms,
2009)
it
was
around
this
time
that
Internet
gaming
started
evolving
into
a
common
pass
time.
Figure.1
As
it
stands
there
are
a
few
main
forms
of
online
entertainment;
Online
Multiplayer
(within
console
gaming),
Free-To-Play
browser
games,
&
on
social
media
websites
such
as
Farmville
on
Facebook.
And
others
previously
mentioned
such
as
Massive
Multiplayer
Online
games
(MMO),
you
can
easily
find
a
hoard
of
MMOs
online
(Figure.1).
In
April
2003,
there
were
51
MMOG's
available
for
game
players
world-wide,
today
more
than
120
MMORPG's
exist.
Most
of
them
focus
on
fantasy
theme
and
are
so
called
MMORPGs
(Fritsch,T,
2005).
the
Industry
in
the
US
takes
in
$2
billion
a
year
(GamesIndustry,
2013)
the
platform
also
has
many
different
forms
for
an
MMO
role
playing,
FPS,
real-time
strategy,
turn-based
strategy,
simulations,
sports,
racing,
casual,
music
and
rhythm,
and
social
(such
as
Second
Life).
However
the
most
category
of
online
game
are
MMORPGs.
World
of
Warcraft
is
one
of
the
most
successful
MMORPG,
being
the
highest
grossing
MMORPG
in
the
Western
Game
Market
claiming
60%
of
the
subscribing
player
base.
This
bases
consists
of
11
-12
million
subscribers
worldwide
pulling
in
a
cumulative
revenue
of
$2.2
billion
since
2005.
(Wikipedia,
2012)
Looking
at
the
Internet
from
a
non-gamer
perspective,
one
can
see
(an
outsiders
point
of
view
on
the
Internet),
how
as
a
whole,
it
has
many
different
positives
and
negatives.
However
within
gaming
there
seems
to
be
an
equal
level
of
opinion
on
either
side
of
the
fence.
Consider
the
positives;
many
argue
that
gaming
on
the
Internet
has
many
productive
outlets
aside
from
shooting
and
fighting.
Despite
parents
and
teachers
concerns
about
the
negative
impact
of
Internet
games,
the
games
can
help
children
focus...
as
well
as
helping
with
co-
ordination...
and
also
using
games
to
learn.
Many
computer
games
are
based
on
aspects
of
life,
such
as
city
building,
farm
living,
outer
space
and
the
earth
(Smith,
D.
2013).
Such
as
the
educational
game
'High
Tea',
with
elements
of
mathematic
thinking
and
also
having
a
historical
plot.
(Kongregate,
2011).
The Internet is helping within society, however there is research being conducted to
look
into
the
possibility
that
gaming
is
dangerous
-
both
console
gaming
and
Internet.
Something
that
has
often
been
questioned
is
the
aspect
of
gaming
addiction...
for
some,
gaming
has
become
an
uncontrollable
compulsion.
Studies
estimate
that
10
percent
to
15
percent
of
gamers
[show
signs
of]
addiction.
Just
like
gambling
and
other
compulsive
behaviours(Video-game-addiction.
2013)
This
a
significant
concern
within
the
Industry,
what
long
term
impact
can
this
have
on
gamers,
with
the
number
of
children
playing
games
as
their
main
entertainment
outlet.
Accessibility
is
another
concern
within
Internet
gaming,
as
well
as
consoles,
studies
have
published
findings
such
as
90%
of
teenagers
claim
that
their
parents
"never"
check
the
ratings
before
allowing
them
to
rent
or
buy
video
games
(Wikipedia,
2013).
These
results
suggest
it
is
highly
unlikely
that
parent's
would
therefore
put
measure's
in
place
to
protect
their
children
from
the
dangers
of
the
Internet.
The
Internet
has
opened
up
the
ability
to
access
a
heap
of
information,
for
all
generations
and
ages.
Now
young
children
can
access
violent,
sexual
and
disturbing
content
through
the
Internet
if
there
has
been
no
parental
block
been
put
in
place.
It
is
a
shock
to
find
that
merely
a
search
for
a
violent
video
game
will
result
in
a
host
of
links
leading
to
numerous
games
(Figure
2.),
which
are
available
for
players
of
any
age
to
play
that
are
not
restricted
to
play
like
an
age
rating
on
a
console
game
making
you
question
if
it
is
this
simple
to
access
violent
games
what
else
is
easily
available
and
what
could
this
exposure
lead
to.
These
issues
all
outline
the
safety
pro's
and
con's
Figure 2.
associated
with
the
Internet,
however
in
terms
of
industry
and
game
development
there
is
a
whole
other
side
to
what
the
Internet
has
opened
up
for
gamers.
When
looking
into
the
Internets
development,
you
can
see
how
it
has
impacted
all
level
of
gamers
but
it
also
has
had
a
major
impact
of
game
designers.
There are many limitations for Game Designers at present compared to when Online
gaming
first
began.
This
is
mostly
due
to
MMOs
or
Online
Multiplayers
as
FTP
browser
games
are
simple
in
terms
of
what
must
be
considered
in
its
design.
However
when
you
have
something
like
a
MMO
you
have
a
huge
number
of
users
to
maintain,
and
monitor,
which
must
be
done
within
World
of
Warcraft,
it
is
common
for
players
to
act
in
offensive
ways
toward
other
players
(harassment)
as
well
as
being
unfair
in
the
way
they
play,
such
as
sabotaging
other
players
progress.
Blizzard have had to put in place a Harassment Policy to protect players as well as
inform
players
of
their
rights
within
the
game
(Blizzard,
2012).
In
some
cases
within
certain
MMOs
the
game
play
is
monitored
(with
the
likes
of
Club
Penguin
where
by
you
are
banned
from
play
for
using
foul
language).
In
terms
of
Blizzard
their
Harassment
Policies
gives
players
instructions
on
what
to
do
if
they
are
harassed,
such
as
ignore
the
other
player's
or
report
them.
In
other
cases
such
as
League's
of
Legend's
other
serious
method's
are
being
taken
to
protect
players:
League
of
Legends
[go
to
such
lengths
as]
professional
player
based
on
toxic
behaviour,
[therefore]
questions
have
arisen
on
Blizzards
forums
about
bad
behaviour
and
what
theyre
doing
about
it
in
World
of
Warcraft.
Riots
methods
of
combating
unsportsmanlike
behaviour
in
League
of
Legends
have
been
well
publicized,
with
their
use
of
neuroscientists
and
psychologists
to
design
a
system
[that]
has
been
revolutionary,
and
players
are
reporting
improvements
in
the
in-game
atmosphere.(Grace,
O.
2012.)
These methods of consideration are needed for these new gaming platforms as these
games
have
developed
with
the
Internet.
Online
platforms
give
gamers
different
avenues
of
entertainment
as
well
as
in
the
case
of
MMOs
a
form
of
socialising
or
alternate
realities
for
the
player.
However
you
can
start
to
question
whether
having
to
monitor
a
game
starts
to
indicate
that
its
place
in
society
is
a
negative.
Internet
gaming
is
creating
a
new
generation
of
players
that
now
play
for
more
than
entertainment,
for
status
and
achievement
as
well,
meaning
that
players
are
taking
different
actions
within
their
game
play
that
they
would
not
have
previously.
These
actions
can
be
questionable
if
you
considered
them
in
a
real
world
situation.
A suitable example to consider is the means of Hacking. This is both a common act
within
Console
gaming
as
well
as
Internet
gaming.
You
will
often
here
of
games
like
Call
of
Duty
being
hacked
online,
whereby
players
will
alter
their
abilities
or
their
character
so
that
they
have
an
unfair
advantage
over
other
players.
(Grace,
O.
2012.)
Figure
3.
A recent event in October last year shows the extent that some hackers can go to. In the
event,
hackers...
massacred
all
the
virtual
characters
in
some
of
online
adventure
game
World
of
Warcraft's
major
cities.
(See
Figure
3.)
(BBC
News,
2012)
A
spoke
person
from
Blizzard
spoke
on
the
issue:
"We
don't
know
exactly
what
they
did,
but
somehow
they
were
able
to
kill
every
single
player's
character
in
that
city
and
every
single
computer
controlled
character
-
and
they
were
doing
this
repeatedly."
(BBC
News,
2012)
Even with monitoring and security methods put in place the designers have little
means
of
stopping
hackers
both
within
MMOs
and
Online
Multiplayer's
on
consoles.
This
area
within
online
gaming
opens
up
a
very
debatable
issue,
and
lays
out
a
very
important
area
that
the
Internet
has
affected
-
the
player
themselves,
how
they
have
matured
and
grown
as
the
Games
Industry
has.
With
games
having
a
more
violent,
sexual
and
disturbing
nature
the
players
open
themselves
up
to
question
their
own
morals
and
make
choices
that
defines
them
as
a
person.
It
is
fair
to
say
that
for
the
someone
to
massacre
all
those
players
in
World
of
Warcraft
its
put
into
question
their
morals
and
ethics,
as
it
is
a
shocking
act
even
within
a
virtual
world.
Therefore
one
of
the
biggest
changes
the
Internet
has
caused
is
within
the
player
themselves,
allowing
the
player
to
create
a
second
life
in
the
form
of
this
digital
world
a
life
free
from
the
authoritarian
constraints
of
real
life.
Therefore
with
certain
players
choosing
to
kill
other
characters
or
NPCs,
one
wonders
what
changes,
(i.e.
mentally,
personality,
morals)
these
people
are
going
through
from
playing
online
games.
tested
this
idea
-
where
you
drove
around
hitting
people
for
extra
points.
(Woolley,
B.
2010).
With
games
like
Carmageddon
(a
graphically
violent
vehicular
combat
game
made
in
1997
for
PC
where
by
you
complete
races
in
time,
however
more
time
can
be
collected
through
running
over
pedestrians.)
It
is
an
early
example
of
a
game
using
violent
content
to
merely
be
provocative,
from
this
it
has
developed
into
the
likes
of
Grand
Theft
Auto
The
game
is
desperate
to
shock
-
going
from
a
casual
second
reality
to
a
killing
spree.
GTA
relishes
its
role
as
a
rebel
and
rule
breaker
probing
the
boundaries
of
whats
possible
and
acceptable
within
a
video
game.
(Woolley,
B.
2010)
and
others
that
seem
to
continue
this
intention
such
as
Hitman
or
Manhunt.
Even though research has shown that claims linking video games to violence are yet
unproven.
A
study
from
the
Journal
of
Psychiatric
Research
found
no
link
between
playing
violent
video
games
and
real-world
violence,
It
still
makes
you
consider
the
issue
and
concerns
with
gaming
content
and
morality
associated
within
gaming.
Kain,
E.
2012.
In conclusion, there are many different positives and negatives in concern with online
gaming
and
its
development,
both
for
the
gamer
with
relevance
towards
safety
for
the
player
as
well
as
benefits
such
as
educational
benefits.
However
as
you
start
to
look
deeper
into
the
impact
the
Internet
has
had
on
gaming
you
realise,
that
there
are
many
limitations
and
issues
that
are
arising
for
Game
designers
and
the
players
alike.
When
you
look
at
games
like
Super
Columbine
Massacre
RPG
you
start
to
question
how
far
can
game
designers
go
before
you
start
pushing
the
boundaries
of
morality
and
ethics
for
the
player.
(Kain,
E.
2012.)
Figure
4.
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