Impact of The Internet - Jess Magnus

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1

What important changes, both positive and


negative, has the Internet caused within
gaming development?
Platform and Distribution
http://jessmagnusgad.blogspot.co.uk/search/label/BA5%3A%20Project%2
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The Internet is a fantastic resource for video gamers: never has it been easier to find the
solution to a puzzle, to access instant games ratings and watch videos to help decide whether
to buy a new game; or indeed to play a game, download it or simply shop for it online.
(Berens, 2008)

The Internet has created several possibilities in terms of platform, such as Massive
Multiplayer Online Games (MMOGs/MMOs) and Online Multiplayer on console games; the
Internet is shaping gaming content as well as type of gamer's. However there are limitations
within these forms of game play - both for the Game Designer and the player. Things have
changed dramatically within gaming both on and off the Internet, from graphics, to narrative
and content, to games like World of Warcraft, where the player can personalize their avatar to
represent themselves as a person within games your online self.

A recent talk by Carsten Kisslat from Robot Riot - a company known best for their Free-
To-Play browser games - spoke of their companys use of the Internet for testing their games
by placing demos on online forums to gain feedback. As well as using forums, the Internet can
be used for advertisement for example, such as AAA websites containing trailers and
interactive content through to social media websites such as Facebook.


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.

Morality is now a common mechanic within games, in all platforms. Carmageddon

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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