The Extended Essay Ver 4
Transcript of The Extended Essay Ver 4
Video Game Addiction and Social Interaction in Online
Games: To what extent is the idea of ‘video game
addiction’ a fallacy and how can it be disproven by
social interaction in online games?
Alec McIlwraith-Black
Candidate Number: 000179-039
McNally High School
International Baccalaureate
Extended Essay
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Subject: Information Technology in a Global Society
Word Count: 4000
Table of Contents
1. Title Page
2. Table of Contents
3. Abstract
4. Introduction
5. What is a Video Game?
6. Video Game Addiction
7. Problematic Usage
8. World of Warcaft
10. Addiction to MMORPGs
11. Is Playing an MMORPG Fulfilling?
12. Playing an MMORPG with Others
14. Refuting the Idea of Addiction
15. Conclusion
17. Citations
19. Bibliography
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Abstract
The modern world has, day by day, a larger and larger percentage
of people opting out of reality. We are experiencing what has been
described as a mass exodus to the virtual world. More and more people
are choosing to disregard reality and turn their attention to video
games. With such prevalence of video games in modern society, many
have begun to question the extent to which video games are a
fulfilling activity, and the idea of “addiction” has surfaced. The
idea of “video game addiction” shifts the blame for problematic use
from the users to the technology itself, and is a fundamentally flawed
and fallacious concept. This essay attempts to prove that “video game
addiction” is a fabricated disorder that stigmatizes games and their
users, and that multiplayer online games retain players through a
series of logical compulsions, foremost of which is the desire for and
subsequent fulfilment of social interaction. This essay draws from
academic sources regarding social interaction within multiplayer video
games, and psychological studies concerning human interaction. The
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essay uses a primary source of a popular multiplayer online video
game, and research of players of said game, to arrive at its
conclusions. It was determined that the idea of an addictive
multiplayer video game is fundamentally a fallacy, and players are
retained by their desire to interact socially with the other players
of the game. While some players do play video games too much, that
falls under a classification of “problematic use” and the video game
itself is not inherently addictive. Social interaction is the greatest
motivation that drives players to continue to play online video games.
This leads to the idea that multiplayer online video games are, in
fact, constructive social experiences, and not addictive, and their
players are most definitely not playing alone.
Introduction
The twenty-first century has witnessed a remarkable revolution in
the pastimes of its people. With increasing frequency in recent years,
as described by economist Edward Castronova in his 2007 book Exodus to
the Virtual World1, gamers are opting out of reality for larger and larger
chunks of time. In the United States alone, there are more than 183
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million ‘active gamers’ who play games for an average of thirteen
hours a week2. With so much time being spent by so many people inside
these virtual realities, it is easy to suggest that these people are
‘addicted’ to their video games. If indeed addiction to a video game
is possible, there would be wide-ranging implications for all fields
of technology in society. The potential for video game addiction would
lay the groundwork for many societal arguments against video games,
and many other immersive technologies. If it can be proven that video
games are not inherently addictive, and that a multiplayer video game
is a constructive social experience, the idea of “video game
addiction” would have to be entirely redefined.
The social component of multiplayer video games, particularly
those in the Massively Multiplayer Online Role-Playing Game (MMORPG)
genre, has been an area of interest and academic study to the
scientific community in recent years. Researchers have argued that
social interaction in online games is the driving force responsible
for keeping players coming back to MMORPGs. Such social interaction,
as important and prevalent as it is, still seems invisible to the non-
gamer population, who seem endowed with the idea that anyone who plays
an MMORPG for an extended length of time is a hopeless addict
completely devoid of basic social skills. Dispelling this common
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misconception is an important part of the case against addiction in
MMORPGs. Part of the confusion over whether or not players socialize
much while playing MMORPGs may be due to the lack of a conceptual
framework that adequately articulates what is meant by “social
interaction” to understand how users experience interactions within
the game.
The idea of an addictive video game often finds itself pinned
specifically to the MMORPG genre, because that’s where players spend
the most relative time. With single-player games, the game has a
definite ending, where the player has completed the story. Though
there is often additional content available, the player has beaten the
majority of the game. MMORPGs retain players for much longer, and for
greater periods of time. While many of the critics of video games have
not done enough research themselves to be able to differentiate
between single- and multi-player games, the overwhelming majority of
research against the idea of addiction is focused on MMORPGs.
The idea of a multiplayer video game being “addictive” is
fundamentally a fallacy, and this can be proven through the results of
research of social interaction in MMORPGs. In this essay, many studies
of social interaction in MMORPGs will be examined, and their
relationship to the addiction theory will be discussed. Case studies
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will be used to argue that video game addiction is a fallacy, and
MMORPGs retain players through a series of logical compulsions,
foremost of which is the players’ desire for and the subsequent
fulfilment of social interaction.
What is a Video Game?
To understand social interaction in video games and potentially
addiction, we must define what a ‘game’, particularly an MMORPG, is.
Jane McGonigal, video game developer and researcher, and author of the
2011 book Reality is Broken, gives us a basic definition that can apply to
any video game, or any game at all. “When you strip away the genre
differences and the technological complexities, all games share four
defining traits: a goal, rules, a feedback system, and voluntary participation.”3 The
goal is what the player will work to achieve, providing a sense of
purpose. The rules place limitations on how players can achieve the
goal. The feedback system tells players how close they are to achieving
the goal. It can take the form of points, levels, a score, or a
progress bar. The most important of the four defining traits is the
voluntary participation element of a game. Every player must knowingly and
willingly accept the goal, the rules, and the feedback. This
establishes a common ground for players to play together. These four
traits make up the framework of every game.
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Massively Multiplayer Online Role-Playing Games add several
additional points to these fundamentals. Firstly, the game must be, as
the name suggests, massively multiplayer. A game by this description is
capable of supporting hundreds or thousands of players simultaneously
on large online servers. A role-playing game is a game in which the player
takes on the role of a character in a fictional setting. The role-
playing element of MMORPGs is vital, as is the use of a player’s
customised character as a conduit for social interaction. This idea
will be discussed later in the essay. These are the basic elements
that compose a Massively Multiplayer Online Role-Playing Game.
Video Game Addiction
Can video games be considered genuinely addictive? Consider one
of the commonly accepted definitions of “addiction”. The following
definition was published in the Annual Review of Psychology, February 20034.
“A repetitive habit pattern that increases the risk of disease
and/or associated personal and social problems. Addictive
behaviors are often experienced subjectively as ‘loss of
control’— the behavior continues to occur despite volitional
attempts to abstain or moderate use. These habit patterns are
typically characterised by immediate gratification (short term
reward), often coupled with delayed deleterious effects (long8
term costs). Attempts to change an addictive behavior (via
treatment or self-initiation) are typically marked with high
relapse rates.”
Mark Griffiths, Ph.D., Director of the International Gaming
Research Unit at Nottingham Trent University in the UK, defines an
addiction with six criteria that a behavior must satisfy to be
considered “addictive”. He presents each criterion with reference to
online video games in the foreword to the 2010 book Unplugged: My Journey
into the Dark World of Video Game Addiction5. First, the game must achieve
salience, meaning that it dominates the thinking processes of the
“addict”. Mood modification is achieved when subjects experience a
consequence of online gaming and can be seen as a coping strategy
(such as an arousing “buzz” or “high”). Tolerance means that increased
amounts of gaming are required each session to reach the former mood-
modifying effects. If the subject discontinues or reduces their levels
of gaming, they will suffer unpleasant withdrawal symptoms such as
moodiness or irritability. The addiction to a game will cause conflict
with the subject’s real life, where the subject is more concerned with
the game than they are with reality. Finally, any attempts of the
subject to control their addiction will be met with relapse, reversions
to patterns typical of the height of excessive online gaming.
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It is true that excessive use of video games exists. There have
been cases of players undergoing unreasonably long stretches of play.
One of the challenges in disproving video game addiction rests in
refuting those cases, and isolating the individual causes of their
overuse. The label of “addiction” in use today is a poor descriptor of
those cases.
Problematic Usage
Dr. Nick Yee, a research scientist at the Palo Alto Research
Centre in California and a leading researcher of MMOs, proposes that
there is no such thing as ‘video game addiction’. He argues that the
idea of video game addiction is too broad, and not only does the word
‘addiction’ have incredibly negative connotations, a video game being
addictive would surely mean that a larger amount of player would
exhibit signs of ‘addiction’6. Yee argues that a greater amount of the
fault rests on the individual using the technology in a problematic
manner. “In other words, people constantly debate whether someone can
be addicted to video games, but in the same way that no one will argue
that some people eat unhealthy, no one will argue that some people
spend too much time playing video games,” Yee writes in one report7.
“It’s about how your time spent playing video games impacts the rest
of your life.” Instead of video games being inherently addictive, Yee
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suggests that individuals that exhibit addictive tendencies to an
MMOPRPG do so because of one of two major reasons: they are using the
game as a form of escapism, playing to avoid thinking about their real
life concerns, or they are driven to advance and achieve within the
game, and held by the lure of virtual achievement. In both cases, the
data suggested models of problematic usage needed to consider both
internal and external factors. In short, “there is no single thing
about MMORPGs that causes problematic usage.”8 This essay will propose
and prove the idea that ‘problematic usage’ can also be caused by the
desire for social interaction.
World of Warcraft
The subscription-based MMORPG World of Warcraft (WoW), developed
by Blizzard Entertainment, will be the primary case study of this
essay. WoW was released in 2004, and has dominated the market since,
peaking at 12 million subscribers several years ago, and now holding
steady at 10 million9. By far the most popular MMORPG ever, World of
Warcraft has been played by the human race for a combined total of
almost 6 million years10, or approximately the same length of time
we’ve spent evolving as a species11. What have so many people spent so
much time doing? They’ve been playing a video game that has no end,
which has a progressive world, and a consistent set of goals, rules,
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and feedback. World of Warcraft is, like most MMORPGs, exceptional in
the area of consistent feedback. Your primary job as a player is self-
improvement, a kind of work everyone can find naturally compelling.
The idea to be “the very best” has saturated humanity’s playing of
games since the idea of consistent character progression. You begin
the game by creating a character that will represent you, your conduit
to the wide World of Warcraft and the adventures that lie within. You
will make friends based on not who you are in real life, but who you
are and how you act on your character. It is, in essence, a new ‘you’.
One of the first things you notice upon entering the game as a
new character is the large, empty bar at the bottom of your screen.
This is your experience bar, and killing monsters, exploring the
world, and completing quests for the NPCs (non-player characters) in
the world will fill up the bar. Each time the bar is full, you gain a
new level, progressing towards the game’s current cap of 90. The bar
with 12 empty slots at the bottom of the screen can be filled with
skills as the player levels up: consistent character progression.
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Social interaction is most prevalent in WoW’s “end-game” content,
large zones called raids that require the cooperation of many people12.
Raids are where maximum-level players spend most of their time, and
therefore they spend most of their time interacting with other people.
In World of Warcraft, the entire game is based on social
interaction. To progress to the ‘end-game’ content, the 10- or 25-
player raids, you must interact with other people. Often, this is done
as part of a guild. A guild is best defined as an in-game association
of player characters. The official WoW site says about guilds, “…
guilds are persistent groups of characters who regularly play together
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The basic user interface of a level 1 character in World of Warcraft.
and who generally prefer a similar gaming style.”13 There are many
reasons to be part of a guild, from in-game perks and access to
cosmetic rewards, to being able to find groups for raids and other
dungeon content, to being around a group of players whom you enjoy
playing with. All studies indicate that gaming socially is more
fulfilling and rewarding for everyone involved14.
Addiction to MMORPGs
When video game addiction is mentioned, it is almost always an MMORPG
under the spotlight. EverQuest, the most successful MMO on the market
until the release of WoW, was often referred to as “EverCrack” by both
players and critics. Definitions of addiction emphasise that the focus
of a person’s addiction will have harmful effects on their mental and
physical health, and in the case of video game addiction, most
definitely on their social life. An ‘addict’ to a video game would
have their addiction characterised by an apparent obsession with the
game in question, an eagerness to be in the game, and an unwillingness
to ever ‘log out’. MMORPGs have a consistently advancing world where
there is always something interesting to do, and most players are part
of a group of people who are very similar to them: that is the essence
of a guild in any MMO. As noted under ‘problematic usage’, many people
whom society would label ‘addicts’ are playing online games out of a
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desire for escapism, to get away from real life. Yet it is entirely
possible that what they are taking part in behind that computer screen
is a more powerful social experience than critics are even willing to
consider.
Is Playing an MMORPG Fulfilling?
Having defined a game, and presented with an example of a game to
which the ‘mass exodus’ is happening, it is now necessary to determine
whether or not World of Warcraft, along with other MMORPGs, can be
considered fulfilling activity. The Self-Determination Theory of Human
Behavior is a basic test of whether or not any activity can be
considered fulfilling. It tests any activity against the three basic
needs: autonomy, competence, relatedness15. To prove it is a fulfilling
activity, each of these needs can be identified to be present in World
of Warcraft. Autonomy is feeling like we’re in charge of what we’re
doing. This is present in real life as we make our own choices every
day. In WoW, you control your own character, and you make all
decisions for it: where to quest, what spells to use, whether or not
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you wish to interact with other players, thus fulfilling autonomy. The
second need, Competence, is the desire to feel that we are good at
things. Everyone is good at something in life, and they maintain
relative feelings of competence in some particular areas. World of
Warcraft allows players to demonstrate competence in numerous ways.
The consistent character progression the game allows players is
competence: players become more capable in particular areas of the
game. The third and most important need is Relatedness: the desire to
feel connected to others. In real life, you interact with other people
on a daily basis, whether you like it or not. In MMORPGs such as WoW,
the entire structure of the game is based around relatedness.
Jane McGonigal has suggested, based on numerous psychological
studies from the last decade, that there exist particular intrinsic
rewards, psychological triggers that will cause the ‘happiness
centres’ of the brain to work in overdrive16. The most prominent of
these is social connection. Humans are extremely social creatures, and even
the most introverted among us derive a large percentage of our
happiness from spending time with the people we care about. We want to
share experiences and build bonds, and we most often accomplish that
by doing things that matter together17. Maximum-level raiding requires
that the players who wish to engage in it form a social connection with
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other players. As discussed above, this is most often done as part of
a guild. The social connections between WoW players are strengthened
by doing activities together, especially difficult raid experiences.
The largest percentage of anyone’s happiness stems from spending time
with, and accomplishing things with, the people they feel most
comfortable with. For many WoW players, those people are their
guildmates and in-game friends.
Playing an MMORPG with Others
In addition to the points of Relatedness from the Self-
Determination Theory and McGonigal’s intrinsic social connection, it
is necessary to devote a section to the idea that the more social a
game is, the more fulfilling it will be. Dr. Nick Yee, the first
person to receive a Ph.D. for studying WoW, ran a massive online
gaming survey project until 2009, called the Daedalus Project18. Yee
surveyed over 70000 gamers worldwide19, and the project’s archives are
a veritable wealth of information about the sociability of gamers. One
of Dr. Yee’s most common topics in surveys was the social interaction
players experienced in their games. From his research, we can see that
most players of MMORPGs place a very high intrinsic value in the
relationships they form online. Based on one survey, an average of
52.9% of female gamers and 38.6% of male gamers said that they felt
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their online friends were comparable to or better than their real life
friends20. People who felt their online friends were comparable to
their real life friends were also very open to discussing personal
issues with those online friends. When masked by an ingame character
and name, it becomes much easier to talk personally. While that may
seem counterintuitive, studies by clinical psychologists have
indicated that people are more comfortable talking to computers, even
if they know a real person will be reading what they’re saying21. “In
general,” Yee notes, “people are more likely to disclose personal
information online than in real life,”22 because their friends online
won’t judge them in the same way people in real life would. It’s much
easier to talk about a problem with a completely removed party.
Another idea which has risen to prominence in online games, based
on a survey of WoW players, is the concept of “playing alone
together”23. An eight-month study of over 150000 WoW players
discovered that the players were spending on average 70 percent of
their time playing alone, doing individual quests and not interacting
with other players24. Following up on the survey, the researchers
discovered that players enjoyed sharing the virtual world, even if
they were not necessarily directly interacting with another player.
They were experiencing a high degree of “social presence”, a theory
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term for the idea of sharing the same space with other people25.
Players in separate parts of the world still considered each other
virtual company. This method of social interaction is very supportive
to introverts, who require less social interaction to feel engaged
with the world. Introverts are also more sensitive to the rewards of
mental activity, which gaming provides. A common assertion is that
online gaming for an introverted person opens up settings which can
create new, positive associations for introverts about social
experience. As Jane McGonigal puts it, “…games like WoW may make
introverts feel more comfortable with social interaction in general.”26
All human beings, even the most introverted, crave and require some
extent of social interaction. Introverts simply aren’t as motivated to
actually seek out that interaction on their own; with games like WoW,
even the most socially unwilling can form long-lasting social
relationships.
“The ironic thing about World of Warcraft, where you sit in your
room in total darkness for 16 hours a day,” remarked lecturer John
Bain at a talk at the University of Advancing Technology in Phoenix,
Arizona, in 2006, “is that it actually develops people skills.”27 In
his lecture, Bain talked about the idea that players were retained by
World of Warcraft not by ‘addiction’, but by the compulsion of social
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interaction. One of his key points was that there is no experience
quite the same as walking into a raid dungeon with 39 of your best
friends.28 Players return to WoW not because the game is addictive, but
because they want to be there for their online friends.
Refuting the Idea of Addiction
Earlier in this essay, the idea of MMORPG addiction was presented
with six key points that were said to define an addiction to a video
game. Each of those points can be refuted with the idea of social
interaction as a logical compulsion. Looking forward to an event with
real life friends is entirely reasonable; a subject may experience
salience because they are looking forward to their next event with their
online friends. Mood modifications will almost certainly result from
accomplishing something big with friends, and online games offer
fantastic opportunities to accomplish things with those friends. After
spending a long time with anything or anyone, it’s inevitable that a
tolerance will arise. One will require more time around their friends in
the game to achieve effects that were easier to achieve before.
Spending more time around these friends will also be more appealing,
as the person will have built up another kind of tolerance entirely.
Being separated from the game, their conduit to interactions with
these friends, would likely give rise to some withdrawal symptoms,
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especially for more introverted people. Spending time around these
friends could cause conflict with other activities in a person’s life,
but being able to reasonably schedule one’s life is also very
important. And finally, changes in the social experiences one has
could cause relapse, the subject reverting to earlier patterns of
behavior. If the subject had been separated from the game and their
friends for an extended length of time, being reunited would likely
provoke powerful emotions.
The six characteristics of addiction can also be addressed with
Nick Yee’s theory of problematic usage. While video game overuse does
indeed exist, it cannot be attributed to the addictiveness of the
video game. Between the desire for social interaction and personal
issues which could cause problematic usage, it is unreasonable to
claim that an online video game is inherently addictive.
Conclusion
In many cases, people feel that online worlds such as the World
of Warcraft are better places to be. In the games, people are always
together, even when they’re seemingly alone. They’re together with a
legion of people who may be just like them, just as unwilling to go
outside and be scorned by the world. They are people who would be much
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happier with just a circle of friends in an online game, whom they can
trust and confide in, and form powerful lasting relationships with.
The data discussed in this essay has shown that there is an
incredible value to be found in relationships formed in online games.
It has been shown that playing a video game such as World of Warcraft
is definitely a fulfilling use of time. The examination of
relationships formed through WoW has been remarkably successful. The
label of ‘addiction’ used by the world at large is entirely
fallacious. The sociability of an online game is not to be
underestimated; even the most introverted of people can find
companionship in an online game, and form many valuable friendships,
as Nick Yee’s numbers indicate.
To put the data presented in perspective, consider that the
average American spends 25-30 hours a week watching TV29. However, no
one lambasts the act of watching television as dangerous to the mental
health of those who do it. Watching TV for 30 hours in a state of
complete lethargy next to family members who barely communicate with
each other is considered socially acceptable. Ironically, playing an
interactive and socially stimulating video game for the same length of
time is considered harmful and addictive. As demonstrated, video games
are certainly more intellectually stimulating that television.
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In conclusion, online games like World of Warcraft are not
addictive. They retain players through a series of logical
compulsions, the foremost of which is the players’ desire for social
interaction. World of Warcraft exists as a rich social environment,
where anyone can make and keep many friends over the course of their
gameplay. Even alone, the players are still “playing together”. The
world of online games is one of the most social experiences currently
known to man. While the media regards this desire as addiction, the
evidence presented in this essay clearly refutes the idea of addictive
games, and instead solidifies the idea that online video games are
conduits to social interaction, and, in the end, players are not
addicts, and they are most definitely not playing alone.
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Citations
1. Castronova, Edward. Exodus to the Virtual World (New York: Palgrave Macmillan,2007)
2. “Newzoo Games Marketing Report: Consumer Spending in US, UK, GER, FR, NL, & BE.” Newzoo, Amsterdam, May 2010. http://corporate.newzoo.com/press/GamesMarketReport_FREE_030510.pdf; “Games Segmentation 2008 Market Research Report.” The NPD Group, May 2010. http://www.npd.com/press/releases/press_100527b.html
3. McGonigal, Jane. Reality Is Broken (New York: Penguin Group, 2011), 21.4. Robinson, Terry E., and Berridge, Kent C. Addiction. Annual Review of
Psychology. (University of Michigan, Ann Arbor, Michigan: February 2003)5. G. Van Cleave, Ryan. Unplugged: My Journey into the Dark World of Video Game
Addiction. (Deerfield Beach, Florida: Health Communications Inc., 2010); This excerpt paraphrased from the Foreword by Mark Griffiths, Ph.D., Director, International Gaming Research Unit, Nottingham Trent University, United Kingdom.
6. Yee, Nick. “A New Disorder is Born”. The Daedalus Project, http://www.nickyee.com/daedalus/archives/001494.php.
7. Yee, Nick. “Problematic Usage”. The Daedalus Project, http://www.nickyee.com/daedalus/archives/001336.php.
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8. Ibid.9. http://www.ign.com/articles/2012/10/04/mists-of-pandaria-pushes-
warcraft-subs-over-10-million10. “That’s a back-of-the-envelope calculation – derived from adding
up the average number of subscribers each year since 2004, ranging from 2 million to 11.5 million, times the average hours per player according to Blizzard statistics and Stanford University research, added up through early 2010. This isn’t a precise way to measure gameplay, but even with a margin of error of as much as 50 percent, we’re still talking about gameplay on the magnitude of millions of years.” McGonigall, Jane. Reality Is Broken, 52.
11. In 2008, scientists discovered fossils suggesting man’s earliest upright ancestors date to 6 million years ago. Richmond, Brian G., and Jungers, William L. “Orrorin tuegenesis Femoral Morphology and the Evolutionof Hominin Bipedalism.” Science, March 21, 2008, 319(5870): 1662. DOI: 10.1126/ science.1154197; McGonigal, Jane. Reality Is Broken, 52.
12. For a community-generated introductory description of a raid, refer to the community World of Warcraft Wikipedia, WoWpedia. http://www.wowpedia.org/Raiding_for_Newbies
13. Official World of Warcraft website, new player guide, “Playing Together”. http://us.battle.net/wow/en/game/guide/playing-together
14. Oxford, Jonathan, Davidé Ponzi, David C. Geary. “Hormonal Responses Differ When Playing Violent Video Games Against an Ingroup andan Outgroup.” Evolution and Human Behavior 31 (3):201-9 (May 2010) doi:10.1016/j.evolhumbehav.2009.07.002. Available online: http://www.ehbonline.org/article/S1090-5138(09)00067-1/abstract.
15. For a more in-depth exploration of the Self-Determination Theory of Human Behavior, refer to the official website of the theory, http://www.selfdeterminationtheory.org/
16. McGonigal, Reality is Broken, 49. “Many of the studies whose results I’ve based this set of intrinsic rewards on are reviewed in the following books: Martin Seligman’s Authentic Happiness and Learned Optimism; Seligman and Christopher Peterson’s Character Strengths and Virtues; Sonja Lyubomirsky’s The How of Happiness; Tal Ben-Shahar’s Happier; Jean M. Twenge’s Generation Me; Mihály Csíkszentmihályi’s Beyond Boredom and Anxiety; and Eric Wiener’s The Geography of Bliss.”
17. Ibid.18. Dr. Nick Yee’s home page can be found at http://www.nickyee.com/;
The Daedalus Project can be found at http://www.nickyee.com/daedalus/.19. Yee, Nick. “Hibernation”. The Daedalus Project,
http://www.nickyee.com/daedalus/archives/001647.php.
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20. Yee, Nick. “Inside Out”. The Daedalus Project, http://www.nickyee.com/daedalus/archives/000523.php.
21. Ibid.22. Ibid.23. Morrill, Calvin, David A. Snow, and Cindy H. White. Together Alone:
Personal Relationships in Public Spaces. (Berkeley: University of California Press, 2005); “The term “alone together” in the gaming context is inspired by this social theory text, which describes “social ties that paradoxically blend aspects of durability and brevity, of emotional closeness and distance, of being together and alone.”” McGonigal, Reality is Broken, 89.
24. Ducheneaut, Nicholas, Nicholas Yee, Eric Nickell, and Robert J. Moore. “Alone Together? Exploring the Dynamics of Massively Multiplayer Online Games.” In Conference Proceedings on Human Factors in Computing Systems, CHI 2006, Montreal, Canada, April 22-27, 2006, 407-16. http://www.nickyee.com/pubs/Ducheneaut,%20Yee,%20Nickell,%20Moore%20-%20Alone%20Together%20(2006).pdf
25. Short, J., E. Williams, and B. Christie. The Social Psychology of Telecommunications (London: Wiley, 1976)
26. McGonigal, Reality is Broken, 91.27. Bain, John. Addicted to [EPIX], lecture at Techforum 2006 at the
University of Advancing Technology in Phoenix, Arizona, United States. Full lecture at http://www.youtube.com/watch?v=kNRWvabBRDc.
28. At the time this lecture was recorded, the maximum raid size was 40 players. Later expansions reduced that limit to the two available sizes today, 10 and 25.
29. Yee, Nick. “A New Disorder is Born”. The Daedalus Project, http://www.nickyee.com/daedalus/archives/001494.php.
26
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