Welcome to the virtual gaming world Imagine a world where you can slay monsters, go on quests, hang out with friends from all
over the world, and even complete mundane tasks like shopping, going to the tailor and fixing
dinner - all without leaving the comfort of your own home. Welcome to Blizzard Entertainment’s
World of Warcraft (WoW), the world’s
leading MMPORG. In 2009, 11.5 million players
worldwide were paying a monthly subscription
fee to access the WoW virtual online world. WoW
is a fantasy game where players take on the identities
of characters of different races, classes, and
professions in order to explore the medieval
world of Azeroth, complete increasingly challenging
quests, and battle other players or non-player
characters. The world is constantly evolving,
ready to engage new and veteran players alike.
A social affair
WoW has destroyed the idea that you play video games by yourself or with a few close
friends. Online forums dedicated to particular communities of players are wildly popular,
players can join collaborative guilds and teams and can engage in real-time online chat as
they play. In addition, players can express themselves emotionally onscreen, from dancing to
flirting to making rude comments to other players.
Confusing the virtual world with the real one
The nature of games like WoW, with its strong social
component, endless world, and team play, can make it
hard for kids to stop playing. Most kids can play video
games, keep up with friends, complete their schoolwork
and live an otherwise balanced life. Other kids
get hooked. The problem is bigger than a fight to get
your kid to stop playing and come to the dinner table.
Some kids play hours of video games at the expense
of their grades, social relationships, and other important
off-line activities. The Chinese government recently proposed enforcing a time limit on
China’s gamers to curb the social and financial costs brought on by the popularity of games
like WoW.