MMO (Massively Multiplayer Online) game is played on the internet, set in a virtual world where many people play and interact with the same time. Currently the largest MMO in North America, certainly the most talked about MMO's World of Warcraft (WOW). Apart from WoW, but there are a few MMO games focused on the market, and for children,. I recently started reading about these "kid-friendly" MMOs, and I began to wonder what the impact of MMO would have on children and creativity
There are a few MMOs out there for kids. There are free versions (free-to-play) and a subscription version, but all are built around one principle: MMO games can make big money. How do they do? They are experts at creating the atmosphere that gets you to open your wallet and they employ psychological tools that promote addictive behaviors. Many adults have a hard time spotting it, how can you expect your children?
MMO Games - Finance costs
Most MMO games are floor system, the free part, and paid part of it. How these two games to communicate depends on the financial structure of the game. There are two basic and different strategies a company might try to use the
One of them is the monthly subscription model. In this model, to enjoy the full game you have to pay a monthly fee. Often this means the free part of the game is timed, you can download the game, a game for a trial period and after the more you will have to pay to play. Alternatively, you may be able to keep playing free games, but to unlock better opportunities, new experiences, and places for research must be a member subscriptions. Basically, while using the free / trail version will take more time and effort to the same goals as member subscriptions, if at all possible. The game will usually remind you, as often as possible, that your life and gaming experience will be easier if you just send them some money. This latter model is the one employed in Toontown, Disney announced MMO and marketed for children.
Another Microtransaction models. In this system, the game has no monthly fee, but they offer the option to purchase loans (with real money) that you can spend in the game for the bonuses. "Coins" feature on Facebook is an example of games for it - sometimes, the game does not affect the items and they are only for people who want bragging rights, but usually do not affect the game and provide great benefits for those who are ready. paying for them Microtransaction term refers to the fact that you usually buy a small usually ranging from five dollars to a few cents -. small enough that it seems a little, enough to quickly add
attitude and culture of "keeping up with the Joneses" is something that MMO games are actively encouraged, whether you have the latest and most powerful weapon, especially a limited edition item or gives rewards the best players. This encourages players to play more and pay more money.
MMO games and creativity
There is very little true creativity in MMO games. They have been carefully designed to keep you playing for as long as possible, often doing the same repetitive tasks over and over again to gain money, experience, or to meet some other goal in the game. There might be some problem solving in the game, but, within the limits of the game, there is a limit to how complex the problem may be a limit to how creative solution might be. There are so many other more creative activities children can do!
MMO games and addictive behavior
There are many strategies used by MMO game makers who should be worried. Probably the most common task in MMOs is "farming" in which you need to collect a number of objects for inclusion in the award. You can collect 20 blue stars, then turn them in to get shiny silver button, and move on to collect 20 red squares, so you can get your shiny gold button. This strongly echoes the concept of behavioral analysis of reinforcement: pull the lever and get the reward or reinforcement. In this case, you pull a lever 20 times and get a virtual prize. Much research in this field was pioneered by BF Skinner, whose study suggested that you can control the behavior of objects creates a scenario to play out an award for it properly. MMOs are to science. You do a repetitive task to receive a salary before moving on to the next task, a task that is often only a few shades different from previous ones.
MMO game to run on a system of awards, achievements, and one-upmanship. There is a whole trophy section in Toontown, where players from the top of the various points of achievement are set for the world to see - but to get this award you must play and play puno.Ljudski brain does not easily distinguish between virtual and actual achievements, working for hours to obtain special items in the game is as satisfying as making something in the real world, how your brain is concerned. It is highly contagious and dangerous element igre.Mentalna attachment can be so strong that some countries such as Korea today recognize virtual property as if it were stvarni.Cijela industry sprung up around creating and selling virtual items, and this industry is now worth more than $ 6 billion . "Collection" can become a habit behavior and MMO games are actively encouraged. It keeps playing (even if these items do not have a direct impact on the game), and keeps your spending.
They are also used by Skinner's theory of "Variable ratio reward" - which gives you a random item or rewards to keep you playing. Similar to slot machines, you can continue to play, because maybe the next "great victory". Is this kind of behavior we want to encourage in children?
All three of these tactics can be combined to create a highly contagious environment. Take our blue stars, for example. We need to collect 20 to receive our Shiny Silver button (reinforcement). However, the blue stars can be found under rocks Green, not red or blue rocks, so that coincidence to find the right look under a rock (Variable ratio reward). Furthermore, they are only found under a quarter of all green rock (variable ratio rewards). But underneath all the rocks, we have a small chance (say one percent) to find the super-rare Gold Shiny Hat (even more variable ratio Awards and one-upmanship). After we finally find all of our blue stars, we are sure to get our Shiny Silver button, but now we can try to get our Gold Shiny Button (One-upmanship) collecting red squares, and the process starts over again. In this simple task, the designers managed to fit one copy of the reinforcements, three levels of variable ratio rewards, and two instances of one-upmanship. Three different strategies addictive, applied six times, have guaranteed that the player will check every rock is encountered, and to convince them that it's worth your time.
Through the use of behavior control, you can see how such a simple task turned into a huge time sink. We started by just to check Green Rocks for 20 Blue Stars, who with one application of reinforcement will require 20 Green Rocks, but thanks to the variable ratio rewards, we'll probably have to check 80 Green rocks to those of blue stars. And since there is a possibility of finding a Shiny Gold Hat (which probably does not do anything except look great), we'll check Red and Blue Rocks too. Assuming even distribution, we end up testing about 240 rocks total of 80 for each color. 240 rocks to find the 20 blue stars. But at least we'll probably get our shiny gold hat, does not it? Too bad everyone else has too, and are now looking for Shimmering Gold Cape instead.
This is one of the simplest examples of addictive behavior control in the MMO, there are many many more. Now imagine that you could pay a monthly fee to unlock the special magnifying glass that gives you the opportunity to find the Shimmering Gold Cape, while looking for a Shiny Gold Hat. If you are emotionally invested in a MMO, you may very well become financially invested too.
The Cost of MMO games
MMO games can easily become a time sink, especially if you do not become dependent on them. They make very effective babysitter, but the cost of creativity and general well-being are too high. There is a fine line between having time for hobbies and recreation - even watching television and playing computer games on a regular basis - and became completely engrossed. Many adults do not understand this balance, so that our children, left uninformed, will have no hope.
MMOs more social than many other games, and often require teamwork or some problem-solving skills. There are some skills the child can learn through playing games, especially MMOs, but almost all of these skills can be taught or learned in other communities where there is no control of behavior, hidden costs, time sink, and virtual accomplishments.
If you have set very strict guidelines, such as a computer in a public room of the house (remember, most games have a chat function), your child play under a parent account you have complete access, and set a daily limit, then it is possible to enjoy in these games. At the very least, you can use the game as a learning tool, so you and your child can identify marketing strategies and psychological game makers employ.
** This post is co-author of my amazing editor Darrel Ross. I have a lot of research and playing for this post, but he has the experience that he played recreationally, so is able to provide detailed examples of how MMO games can be addicting and destructive.
There are many reasons I do not think it's a good MMO game ideas for kids, but I would love to hear your arguments for and against. If you have experience both positive and negative with MMO games, please leave a comment below.