Jan 24, 2007 00:12
The online multilayer sensation World of Warcraft has reached over 6 million subscribers in it's brief existence. Most players find it a great alternative to other forms of electric entertainment dedicating 6 to 8 hours per week to the fantasy RPG. For other players the game becomes a substitute for much more. To some the time spent "in game" becomes a required part of daily life. Sleep, eating, and social interaction take a second seat to the need for dungeon raids and leveling up. Reports of job loss and family stress are par for the course as the game becomes a driving force in the lives of certain people. Some obsessed individuals will go so far as to show signs of substance abuse. Can the commonly held symptoms of addiction be applied to compulsive WoW players?
The first contradiction to the list of symptoms is that in the case of Warcraft play there is no substance involved. Fatigue is the only outward sign of consumption. There is monthly subscription fees and the cost of a broadband Internet connection to consider however in relative terms these are fairly low. A working PC in the only piece of equipment required. An observer wouldn't find any tell tale pieces of paraphernalia laying about.
Because nothing illicit is being consumed players are not lead astray from the law directly. The supply lines are secure and above the board so there is no need for dealers. The cost is low in relative terms, most individuals can maintain their accounts without turning to thievery. Players are not left in an altered state, therefore they are very unlike to commit violent attacks or get into car accidents.
There are parts of obsessive play that lead players into similar emotional states recognised as signs of addiction. They begin to see what the game has cost them in terms of productivity and meaningful social interactions. Many attempt to quit or consider making preparations to quit. In a post on PLASTICBAG.ORG, Tom Coates talks about the need of a time logging tool to help him break the grip that WoW has on him. Moments of clarity like these are common with other types of addicts.
Individual continue playing knowing full well that their enjoyment in the game has decreased.
The whole game now feels very laborious and slow - the simple pleasures of earlier in the game, where you were picking up new abilities and developing quickly have just disappeared, to be replaced with something more drudge like, robotic and ... as the people in game describe it ... grinding.
Quoated from PLASTICBAG.ORG On Things that aren't fun and fun that is bad ...
In the final stages of addiction, most addicted people know they are not deriving genuine satisfaction from their behavior. But there are some who will say, "The behavior is my greatest thrill."
Quoated from Sexual Control Section 13: Symtoms of Addiction
All accomplishments and achievements are fleeting, the behaviour itself becomes the greatest thrill rather than escape it provides.
Addiction can be defined as persistent compulsive use of a substance known by the user to be harmful. Warcraft is itself not a substance or considered harmful. What is agreed upon is that obsessive use of any form of digital entertainment does cause isolated social problems. As online entertainment becomes a bigger part of everyday life in our society there needs to be better a definition of what level of use are unacceptable or harmful.