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Computer Games - Violence in Multiplayer Games

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Multiplayer violence differs greatly from established violent depictions within single-player games like Duke Nukem and DOOM. Forms of violence in MMORPGs (Massively Multiplayer Online Role Playing Games) are:

  • Traditional player versus NPC (non-player-character) violence
  • PKing / ‘Player Killing’: Violence committed by real-life players against real-life players.
  • Verbal abuse initiated through in-game online chat


Key issues within multiplayer games include:

  • Realism: While single-player violence comes in the form of simulated depictions, violence in online games is not purely simulated. PK’ers can carry the intent to commit virtual violence. While offline games can be dismissed as simulations, the p2p interaction of real-life players in online games crafts a separate reality.
  • Addiction: the present, immediate nature of MMORPGs is addictive. In single-player games you can play at your own leisure. However, playing Everquest once a month will undeniably place you at a disadvantage as other players could overtake you in experience/skill-levels.
  • Morality choices: MMORPGs emphasize nonlinearity. P2p interaction increases avenues of actions/options. In Ultima Online, it is possible to burgle houses and cheat people. How do children make and view these choices?
  • Parental control: Firstly, games like Anarchy Online can be legally downloaded for free, bypassing parental levels.
  • P2p communication: Many parents are wary of online chat and online predators, prohibiting children from chatrooms (Kent, 2001). However, online games are worlds built around chat platforms.
  • Tournament servers: Do permanent PK tournaments (ie. Battle.net’s PK zone) desensitize players to a world of hack-and-slash action?


Broader arguments within the issue of P2p violence:

Durkin (1995) argues that most children realize games are merely simulations and do not take them seriously. However, p2p interaction adds a realness that combats this idea of ‘pure-simulations’ (Herman, Horwitz, Kent and Miller, 2001). As discussed in the issue of children and violent videogames, it is impossible to determine whether games encourage violence act as a release for aggressive energy.
MMORPGs often present realistic simulations of violence. Ultima Online strives to mimic real-life (or realistic depictions of fantasy worlds) in every aspect - including violence and potential immorality (PC Gamer, 2002). It is not unreasonable to suggest that MMORPGs that present morality choices might have a slight counterproductive effect on the moral development of some children.
As discussed by many commentators, games that cater for both adults and children cannot be reprimanded for every misdeed. Proper classification is required for all entrainment products - however, currently there are no specific classification guidelines for MMORPGs. This is a central issue within the topic of p2p videogame violence. The entire Everquest world (including PK servers) received a “T� rating by the ESRB.

While MMORPGs studies are still in infancy, online worlds are ones to watch closely. Speculation on children and MMORPGs is limited by the fact that MMORPGs are unlike traditional entertainment forms. Online MMORPGs are videogames that have evolved under both technological advances and sociological factors. MMORPGs have been injected with the unique sociological nature of the internet - an untameable freedom.





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References:


Borrell, J. (2001) 'Still playing after all these years', Upside, vol.13, iss.10, pp.110-116.
Durkin, K. (1995) Computer Games: Their Effects on young people: A review, Sydney: Office of Film and Literature Classification, retrieved July 10, 2004, from http://www.oflc.gov.au/resource.html?resource=303&filename=303.pdf
Herman, L., Horwitz, J., Kent, S., & Miller, S. (2001) Gamespot - History of Video Games, retrieved 6 August, 2004, from http://www.gamespot.com/gamespot/features/video/hov/
Kent, S. (2001) The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World, Los Angeles
Prima Lifestyles. ISBN 0761536434
Laramee, F. (2002) Game Design Perspectives, Hingham
Charles River Media. ISBN 1584500905
PC Gamer Magazine. (2002) Violence in Multiplayer Games. Available
http://pcgamer.com /editorials/ed-dchen1.asp [Accessed 2002]


--Ian Cho 22:14, 28 Oct 2004 (EST)

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