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Lost in an Online Fantasy World
"Everquest" players log in to a swords-and-sorcery world to challenge or cooperate with other players as they so choose.
(Sony Online Entertainment)
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Kimberly Young, who has treated porn and chat-room addicts since 1994 at her Center for Internet Addiction Recovery, said that in the past year video game fixation has grown more than anything else.
"In MMOs, people lead wars and receive a lot of recognition," Young said. "It's hard to stop and go clean your room. Real life is much less interesting."
The trend echoes across the continents, with game-addiction treatment centers cropping up in China in 2005 and this summer in Amsterdam. In South Korea, where 70 percent of the population has broadband Internet access, the Korea Agency for Digital Opportunity offers government-funded counseling for the game-hooked.
'The Real World Gets Worse'
The games are set up to be lengthy, with a quest taking six hours or more to complete. The organization of players into cooperative teams creates a middle-school-esque atmosphere of constant peer pressure.
"You're letting other people down if you quit," Young said. "If you are good, the respect becomes directly reinforcing."
According to research performed by Nick Yee, a Stanford graduate student and creator of the Daedalus Project, an online survey of more than 40,000 MMO players, the average player is 26 years old; most hold full-time jobs. Seventy percent have played for 10 hours straight at some point, and about 45 percent would describe themselves as "addicted."
Yee believes escapism to be the best predictor of excessive gaming. A person who plays MMOs in order to avoid real-life problems, rather than simply for entertainment or socialization, is more likely to experience what he calls "problematic usage."
"People feel like they lack control in real life, and the game gives them a social status and value that they are less and less able to achieve in the real world," Yee said. "As a result, the real world gets worse and the virtual world gets better in comparison."
Liz Woolley, a Wisconsin software analyst and veteran of Alcoholics Anonymous, founded Online Gamers Anonymous in May 2002 by adapting AA's 12-step addiction recovery model to help gamers quit cold-turkey. Woolley recommends getting professional help for underlying issues and finding other hobbies and real-world activities to replace gaming.
"Addicts want to live in a fantasy life because you can't do a 'do-over' in real life," she said. "It can be hard to accept. You have to let them know, 'Hey, this is real life. Learn to deal with it.'"
'Every Player Has a Choice'
"People are reluctant to point a finger at themselves," said Jason Della Rocca, executive director of the International Game Developers Association. Excessive use "is a reflection of friction in that person's life. They shouldn't use the game as a scapegoat."
Casual gamers may find it difficult to advance to the game's highest levels in the face of more dedicated rivals, such as Mapes, the Gaithersburg WoW fan, whose highest-level warrior character is a force to be reckoned with. "If I go up against someone who only plays for one to two hours, I'll decimate them," he said. "There are other games out there if you only want to play a couple hours at a time."


