MMOGs in South Korea And The Future For Us? 27
Opusthepenguin writes "There's an interesting article from the AP via Excite about the popularity of massively multiplayer games in Korea. There are 2.2 million people in S. Korea playing MMOGs in a country of 48 million, versus 700,000 in a country of 300 million for the US. Are the social ills discussed in the piece specific to Korea, or is this something other regions of the world should be concerned about as MMOGs grow in popularity?" We also recently ran a story on how far ahead Korea is in terms of broadband infrastructure compared to the US.
Like MUD (Score:2)
Re:Like MUD (Score:4, Insightful)
Well now, I would have to say that this has to do with having an addictive personality.
I played MUD all though college, but was able to drop it at will. I played 2 years worth of UO, and just upped and stoped playing. As I get older it takes more and more to keep me interested in a game...and that damn wakeboard boat just keeps calling my name......
I know first hand how much fun they are and if you get in with the right group it can take on a life of it's own. It is all about finding something and being good at it. I have seen people get addicted to almost anything they are good at. Golf, tennis, wakeboard, surfing, computer games, hell even learning. It is all about rewards and these games are built around levels and rewards. The only time that these games ever had a real hold on me was when there was nothing better for me to do. Once there is something you would rather do other than the game it becomes very easy to just drop them.
That is the key I think. Rewards system, level building, and nothing better to do. Something with that wide a swath of people can do together, do well and have fun. Fun, socialization, and a crack like rewards system. It is the same with anything else. All sports are based on rewards systems, they are just harder in many ways and less rewarding in the now.
Human nature is to continue doing something that is fun, or stimulating. They are prefecting the art of addiction...is this really bad or just anouther form of entertainment that needs to be taken in moderation?
Hard call.
I concur (Score:2, Interesting)
Case in point--my college roommate and I both played the same MUD for three years. We leveled together, formed clans together, all that stuff. Last year, when I graduated and had money to do other things, I stopped. He, OTOH, can't even seem to hold down a job--his most successful job to date was working nights at the mai
Re:I concur (Score:1)
The mmog's/mmorpg's seem to be on the rise, and get way more attention the MUDs got when they were at prime (I guess at '92-'94) since they are way more popular. Again, graphics are the key to success (like with the internet).
Personally I don't see what's with the fuss about these games or games in general. Like a recently slashdot article
Re:Like MUD (Score:3, Interesting)
Well now, I would have to say that this has to do with having an addictive personality.
Obviously. However, I think there are a lot of people who have that sort of personality, or perhaps a weaker form, who haven't met anything yet that can be a time sink as bad as these games. MUDs weren't exactly mainstream. They also have some features that make them more addictive than other things, and MMORPGs are exactly the same.
Currently someone may be a TV addict and not have many problems keeping a real life
Re:Like MUD (Score:2)
MMORPG's scare me. I can see very easily how I would get into them as I did with MUD's, and I have other things I want to do - programming, learning languages, spending time with people, kung fu, etc. MMORPG's I think are a d
Re:Like MUD (Score:1)
As much harm as being done anywhere else with mail and surfing the net(like I am now) and as much as a police officer gambling somewhere on duty. My point being, it won't be any worse then other addictions.
People will get fired if they play too much, or if they drink alcohol all day on their work. It's a matter of time. However as we grow older, the importance to earn a living becomes stronger in ourselves and will overcome addictions like playing ga
Escape Vs. Entertainment (Score:2)
Cross-Pollination (Score:3, Insightful)
Addiction to a dream life. (Score:2, Interesting)
I think a lot of the attraction of these types of games comes from how close they mimic real life. If you can be a smith and sit in a shop, it's more
Re:Addiction to a dream life. (Score:2)
Re:Addiction to a dream life. (Score:1)
I think the only difference between the addictiveness of text based MUDs compared to 3d MMORPGs are the scope of who uses it. Back when MUDs were around, you ha
Re:Addiction to a dream life. (Score:1)
Re:Addiction to a dream life. (Score:2)
Hmm... (Score:1)
Kinky.
Quality Time (Score:1)
something to watch out for... (Score:2)
Addiction Potential and Quality of Life (Score:1)
South Korean Culture Different from US (Score:4, Informative)
When a kid comes home from school, he doesn't go straight home. He has to go to after school classes. Sometimes, he has some spare time, and he spends these few hours in the game rooms. Today, that means he is spending his time in a "PC Bang" which literally means a "PC Room". A decade ago it was a video game room.
What are these places? They are a small part in a building with anywhere from 10 to 50 complete PC systems. It costs about a buck an hour, depending on the quality of the system, and the cost of living of the neighborhood, so it is pretty cheap.
The games that are available are pretty much what's available here, with quite a few home-brew one. Starcraft and Diablo are pretty popular. However, the most popular games are the ones where you interact with other people online. Since these rooms have excellent internet connections, these games run flawlessly, compared to your average AOL user.
The most popular game for a long time was a Korean-made one that was pretty much like Ultima Online, but far more cheesier. It was something like "Land of the Wind" -- in Korean, "Param ae Nara" -- or something like that.
Why do these games get so popular? Because the kids have nothing better to do, and they certainly don't want to spend the time doing homework. You got to admit, if you had a couple hours every day you had to kill, and you had limited options and a couple of bucks, you would waste it on something like Everquest or Ultima Online if it were available. That's what I did when I was waiting for a train or an airplane when I was there.
Re:Gambling... (Trolling) (Score:1)
I have to deal with reading your Slashdot Troll Post (TM)
I think it reads better like this...
I had a brother who lost 2 jobs and many friends from a slashdot trolling addiction. He kept taking time off work until he just got fired. In the end, he barely left the house. He had pretty much all the symptoms of addiction - similar to alcohol, drugs or gambling. He is still unemployed and not doing much of anything (apart from slashdot
Re:Gambling... (Trolling) (Score:1)
Fantasy LARPing (Score:1)
Then I took a look at myself and figured out how much of a loser I was. Toward the end I spent much of my online time pissed off. Games were buggy, the dev team kept changing the rules, griefers were everywhere, everybody was powergaming and not role-playing. I just kept thinking "the next new game won't have these pr
Thailand's similar issue: Ragnarok (Score:2)
RAGNAROK: FRIEND OR FOE? [nationmultimedia.com]
The game is re-invigorating the Net Cafe sector, increasing computer literacy, and scaring adults who are on the other side of the generation gap. Oh, and some irresposible kinds are playing the game instead of concentrating on their studies.
MMOGs new source of all evil. film at 11. (Score:1)
"The Korea Game Promotion and Development Institute said about 10 percent of teenagers who play online games show signs of addiction, including a tendency to shun contact with families and friends, become easily frustrated and, in extreme cases, confuse reality with their gaming experiences."
Don't 95% of teenagers act this way anyhow? From what I remember,
Re:MMOGs new source of all evil. film at 11. (Score:1)