Psychological effects Since the interactions between MMORPG players are real, even if the environments are virtual,
psychologists and
sociologists are able to use MMORPGs as tools for academic research.
Sherry Turkle has found that many people have expanded their emotional range by exploring the many different roles (including gender identities) that MMORPGs allow a person to explore.
Nick Yee has surveyed more than 35,000 MMORPG players over the past several years, focusing on psychological and sociological aspects of these games. Recent findings included that 15% of players become a guild-leader at one time or another, but most generally find the job tough and thankless; and that players spend a considerable amount of time (often a third of their total time investment) doing things that are external to gameplay but part of the
metagame. Many players report that the emotions they feel while playing an MMORPG are very strong, to the extent that 8.7% of male and 23.2% of female players in a statistical study have had an online wedding. Other researchers have found that the enjoyment of a game is directly related to the social organization of a game, ranging from brief encounters between players to highly organized play in structured groups. In a 2008 study by Zaheer Hussain and
Mark D. Griffiths, it was found that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had created a character of the opposite gender, and it is suggested that the online female persona has a number of positive social attributes. A German fMRT-study conducted by researchers of the Central Institute of Mental Health points towards impairments in social, emotional and physical aspects of the self-concept and a higher degree in avatar identification in addicted MMORPG players, compared to non-addicted and naive (nonexperienced) people. These findings generally support Davis' cognitive behavioral model of Internet addiction, which postulates that dysfunctional self-related cognitions represent central factors contributing towards the development and maintenance of MMORPG addiction. The high degree of avatar identification found by Leménager et al. in the addicted group of this study indicates that MMORPG playing may represent an attempt to compensate for impairments in self-concept. Psychotherapeutic interventions should therefore focus on the development of coping strategies for real-life situations in which addicted players tend to experience themselves as incompetent and inferior. Based on Bartle and Yee's research, Jon Radoff has published an updated model of player
motivation that focuses on immersion, competition, cooperation and achievement. These elements may be found not only in MMORPGs, but many other types of games and within the emerging field of
gamification. There have been numerous discussions and evaluations by various scholarly institutions regarding the long-term effects of video game overuse. Many news agencies have criticized video games as promoting violent tendencies in its player base and encouraging anti-social behaviors. Ultimately this culminated in the
World Health Organization classifying the overuse of video games as "Technological Addiction" in May 2019.
Disease research In
World of Warcraft, a temporary design glitch attracted the attention of psychologists and epidemiologists across North America, when the "
Corrupted Blood" status effect began to spread unintentionally—and uncontrollably— outside of the high-level battle it was intended to be limited to and into the wider game world. The
Centers for Disease Control intended to use the incident as a research model to chart both the progression of a disease, and the potential human response to large-scale
epidemic infection. However, due to
Blizzard Entertainment's failure to keep statistical records of the event, the 2005 Corrupted Blood Outbreak ultimately failed to produce any results. Nevertheless, the CDC has continued to express interest in the use of MMORPGs for disease research.
Education It has been suggested by Springer University in Germany that MMORPGs encourage and provide opportunities to study and improve in
economic theory by providing a controlled environment for the natural development of economic practices between players of including professions, trade, and services. Research has shown that for the positive learner, game-based interaction could reduce inhibition as well as enhance the enjoyment and motivation of
second language learning, but appears to be more suitable for learners of intermediate and higher levels of proficiency than language beginners.
Therapeutic applications The Division of Autism and developmental disabilities published a significant report detailing the value of MMORPGs for the treatment of individuals with
autism spectrum disorder. The report suggests that individuals with autism spectrum disorder could benefit from MMORPGs by being provided a space to freely develop social skills and communication skills without the stress of face-to-face contact. This in turn opens new pathways for social therapy for individuals with developmental disabilities.
Economics '' Many MMORPGs feature living economies. Virtual items and currency have to be gained through play and have definite value for players. Such a
virtual economy can be analyzed (using data logged by the game) This crossover has some requirements of the game: • The ability for players to sell an item to each other for in-game (virtual) currency. • Bartering for items between players for items of similar value. • The purchase of in-game items for real-world currency. • Exchanges of real-world currencies for virtual currencies. • The invention of user-created meta-currencies such as
dragon kill points to distribute in-game rewards. The idea of attaching real-world value to "virtual" items has had a profound effect on players and the game industry, and even the courts. The virtual currency selling pioneer
IGE received a lawsuit from a
World of Warcraft player for interfering in the economics and intended use of the game by selling WoW gold. Castronova's first study in 2002 found that a highly
liquid (if illegal) currency market existed, with the value of
Everquest's in-game currency exceeding that of the
Japanese yen. Some people even make a living by working these virtual economies; these people are often referred to as
gold farmers, and may be employed in
game sweatshops. Game publishers usually prohibit the exchange of real-world money for virtual goods, but others actively promote the idea of linking (and directly profiting from) an exchange. In
Second Life and
Entropia Universe, the virtual economy and the real-world economy are directly linked. This means that real money can be deposited for game money and vice versa. Real-world items have also been sold for game money in
Entropia, and some players of
Second Life have generated revenues in excess of $100,000. '' to advertise illegitimate market websites Some of the issues confronting online economies include: • The use of "bots" or automated programs, that assist some players in accumulating in-game wealth to the disadvantage of other players. • The use of unsanctioned auction sites, which has led publishers to seek legal remedies to prevent their use based on intellectual-property claims. • The emergence of
virtual crime, which can take the form of both fraud against the player or publisher of an online game, and even real-life acts of violence stemming from in-game transactions. Linking real-world and virtual economies was rare in MMORPGs as of 2008, as it is generally believed to be detrimental to gameplay. If real-world wealth can be used to obtain greater, more immediate rewards than skillful gameplay, the incentive for strategic roleplay and real game involvement is diminished. It could also easily lead to a skewed hierarchy where richer players gain better items, allowing them to take on stronger opponents and level up more quickly than less wealthy but more committed players. ==See also==