Tuesday, December 30, 2008

Are Fantasy Worlds Irresistible?

All over the world, at any given time, you can bet that someone, somewhere, is hacking their avowed enemies to pieces with a two handed axe. It’s not as horrific as this may sound however, as they are parked in front of a computer, and their enemies are imaginary.

In fact, more often than not, their enemies aren’t even human, they are NPC (non-player characters) designed with the sole purpose dying by your hand, and helping you gain levels as they do. This hacking of enemies to bits is often accompanied by atmospheric Celtic music, and continues over a myriad of landscapes, including villages, fortresses, and mountain ranges.

Fanatics typically play for six to eight hours at a time, sometimes almost every day, and often joke about wishing they could hook themselves up to an intravenous feed so they wouldn’t have to stop playing for the inconvenience of eating. It’s a scary thought to those that have never experienced an MMO ‘addiction’ – but to those of us that have – it’s heaven on earth.
These endless role playing fantasy worlds envelop players, drawing them in with a series of battles to be fought, and a plethora of treasures to be collected. The game’s compelling charms can often lead to the kind of obsession that causes problems in other areas of life, such as the college kids who cut class and forget to study.

Such compulsive, all-consuming game playing can lead to a lot of changes that aren’t positive. For example, they can lead to changes in sleep and wake cycles that can negatively affect concentration, memory and physical health. It can also lead to the neglect of meaningful personal relationships, as the gaming world becomes more satisfying than the real world.
Statistics from the American Psychiatric Association indicate that 90 percent of American children play video games. Of these, fifteen percent have an addiction. Out of adult players, 10 to 12 percent play more than 6 hours a day.

Video gaming isn’t technically an addiction. Online video games like Runes of Magic can be habit forming, however, and this can have an effect on the brain, gamers experience an adrenaline rush and a feeling of satisfaction from playing. The games basically press the buttons of our instinctual reward systems, and gamers repeat their actions in order to get those rewards. It’s similar to compulsive gambling – but not technically an addiction.

Although online gaming is thought of by most people as a social activity, many gamers naturally enjoy the social aspect that comes included in an MMO. Online games involve a real community of real people playing, and earning rewards and respect from other players is a big part of the fun. Games like Atlantica Online pay homage to this, with a large and robust community of welcoming members.

Sometimes college students become so obsessed with the games that their professors, upon seeing the condition they’re in when they show up for class, may think they are using drugs. Many professors believe that compulsive online gaming is one of the causes of kids failing in their subjects that seem to fly ‘under the radar.’

As with most things in life, gaming provides benefits when done in moderation. They are often difficult and require an intricate thought processes. But remember, there is a fine line between a hobby and an obsession. If gaming crosses the line into an obsession, then maybe it’s time to stop, even if it means getting help.

Sega Launches Casual Games Portal


With the launching of the new online portal – PlaySega – we see Sega entering the casual gaming scene in both the U.S, and Europe. A literal plethora of different game types have been announce, including arcade, word, card, puzzle, quiz, Sonic-themed games and sports titles. There will also be original games exclusively built for the portal, alongside old favorites like Ice Shuffle and Aquatic Word Burst. PlaySega also features Sonic at the Olympics, the mobile release, ported for the web. Appropriately, the virtual currency will be called PlaySega Rings.

With achievements displayed via leaderboards for all games users can tailor the site and their profile pages with new decorations & backgrounds to better display their scores. Building on a sense of community, users can invite their friends to view their favorite games with their achievement levels & scores too.

There is also a plan to build a VIP area where paid access will be implemented. Here users will gain access to some additional exclusive titles for PlaySega only & classics from the Sega lines. These titles will include games such as Columns, Puyo Pop, Chu Chu Rocket, Sonic the Hedgehog, and Super Monkey Ball Tip ‘n Tilt.

The intention is to provide Sega fans a place to come onto the site with the new players & build a community around classic vintage titles, and have the opportunity to get access to the new titles developed exclusively for the PlaySega portal. The rumor about the locked vault of retro titles over in Japan has also been confirmed.

The network business director at Sega Europe has received many game suggestions from all over the company. The feedback provided by all employees - from the CEO to all levels of staff – has been overwhelming, but very welcome.

Like other publishers of games, bringing their inventories of existing products to the web will strengthen their position in the industry & position them for growth as their communities fill up with new & seasoned users of their content. The tendency to capitalize across offline & online worlds will continue to fuel the growth of these digital media giants as they see opportunities to bridge the real world & the virtual world with similar offerings. Unique branding & creation of products with synergy in real & virtual worlds will become a masterful way to grow a media business into an empire. Good work Sega, here’s hoping it pays off.