Preview

Multiplayer Online Role-Playing Games Impacting Chess

Better Essays
Open Document
Open Document
1253 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Multiplayer Online Role-Playing Games Impacting Chess
Massively Multiplayer Online Role-Playing Games (MMORPGs)
Emmanuel Mitchell
Prof. Donald G. Moore, Jr., PhD.
CIS375: Human Computer Interaction
December 16, 2014

Massively Multiplayer Online Role-Playing Games (MMORPGs)
Massively Multiplayer Online Role-Playing Games are played all over the world. These role playing games allow hundreds of thousands of players to compete against each other via the internet in a virtual world. In these virtual worlds the players are also allowed to interact socially. The highly strategic game of chess is a popular board game that MMORPG technology resulted in players from all over the world to enjoy the competition of the game with players from different regions of the world, forgoing the face-to-face norms of the game. This paper will examine cognitive social phenomena related specifically to the context of the MMORPG that wouldn’t happen in a face-to-face chess bout. The face-to-face chess environment and the MMORPG chess environment will be compared and contrasted in this paper. This paper will also cover some user interface guidelines that should apply to MMORPG design. When engaging in face-to-face chess game the players are able to interact more effectively. MMORPG allows for the exchange of virtual gestures in the form of emoticons and various other icons that relay a message such as hands clapping and the okay hand gesture. In face-to-face chess bout facial expressions amongst other expressions become part of the game. In many cases could impact the outcome of the game. A popular expression of this type of interaction is Poker Face. The MMORPG environment also has interaction aspects that aren’t present with in a face-to-face environment. One of the aspects would be the ability to engage with competitors in different regions of the globe. This type of interaction results in exposure to different cultures, different styles of the game, and different strategies of the game.
The impact of MMORPG on



References: Association, I. R. (2011). Gaming and Simulations: Concepts, Methodologies, Tools and Applications. Hershey: Information Science Reference. Eseryel, D., Ge, X., Ifenthaler, D., & Law, V. (2011). Dynamic Modeling as a Cognitive Regulation Scaffold for Developing Complex Problem-Solving Skills in an Educational Massively Multiplayer Online Game Environment. Journal of Educational Computing Research, 45(3), 265-286. Retrieved Jul 2013 Rogers, Y., Sharp, H., & Preece, J. (2011). Interaction Design (3rd ed.). West Sussex: John Wiley & Son Ltd. Williams, D. (2006, Dec). Groups and Goblins: The Social and Civic Impact of an Online Game. Journal of Broadcasting & Electronic Media, 50(4), 651-670. Retrieved Jul 2013

You May Also Find These Documents Helpful

  • Good Essays

    When people think of video games’ effects on society, many envision apathetic young adults wasting time in their parent's basement, mashing buttons in front of a glowing television screen instead of looking for a job; some envision rabid children, screaming into microphones and throwing tantrums in stores to get their parents to buy the latest popular video game; still others envision the violent, disturbing images, and antisocial content in many video games worming their way into impressionable young minds, cultivating the future killers and sociopaths of tomorrow. Much research has been done on the negative effects of video games on individuals and society, but not as much research has been completed on the positive effects they have. In class, the prosocial aspects of video…

    • 1145 Words
    • 5 Pages
    Good Essays
  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays
  • Best Essays

    However, with the developing of display devices and wireless networks technology, online game are not showing only on the PC or TV, but moving to the mobile devices such as Smartphone or tablets.(Fig. 1) The new pattern of people’s communication also nurtures the growth of new online game contents- SNG (Social Network Game). Therefore, online game can be mainly classified by different platforms, such as PC Online Game (on PC platform), Mobile Game (on Phones or tablets) and SNG (on social network platform).…

    • 4315 Words
    • 18 Pages
    Best Essays
  • Good Essays

    For the last decade, massively multiplayer online role-playing games (MMORPGs) have been rising in popularity, with the total revenue of these games coming out to be about half a billion dollars. Since the year 2004, there is one game that has greatly contributed to this increase of interest in the genre: World of Warcraft. Since its inception, World of Warcraft has achieved over eleven million subscribers, as well as being referenced in mainstream media such as news reports, being spoofed in an episode of South Park, and satirical news network, The Onion.…

    • 1535 Words
    • 7 Pages
    Good Essays
  • Good Essays

    Alex Pham addresses the deception of online gamers in gender-switching and the effects it has on the online community in the article “Boy, you fight like a girl”. Both men and women are a part of this online community consisting of thousands of gamers that face several challenges. Among them are men who play as women not being taken seriously while women who play as men might lose respect by fellow gamers if their identity is revealed. The online gaming community is increasing, therefore resulting in more gender switching. Such trends have strong impacts on the gaming community because of real-life like graphic representations of near perfect men and women. Despite being fictional, these virtual models result in real emotions being brought…

    • 262 Words
    • 2 Pages
    Good Essays
  • Good Essays

    Video Games Dbq

    • 624 Words
    • 3 Pages

    According to document D, games are used as educational tools in school. Pilots, surgeons, and soldiers also use games to educate themselves and assist them in becoming more successful in their professions (D). There are many games out there that require you to develop strategies, make hypotheses, and solve problems (D).The games also teach gamers how to juggle…

    • 624 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    The Author, Alan Feuer, describes the lair, a gaming house for the Evil Geniuses, also about video gaming being recognized as E-Sport and how pro-gamers can be socially doltish. The lair a gaming house with can hold up to 8 gamers at a time with wires strung through ought the house. Video games have been shambling towards being an e-sport for decades. When it comes to pro-gamers some of them tend to have forceless social skills because they play games all day and do not interact with the world. In summary the article Grooming the champion of the keyboard explains How e-sports scrambled for decades to become an sport, pro-gamers tend to be socially weak, and the lair.…

    • 118 Words
    • 1 Page
    Satisfactory Essays
  • Powerful Essays

    Massive multiplayer online role playing games is one of the largest online collaboration environments that exists in the world today. Popular games like, World of Warcraft, see thousands of people around the world interact with one another. With this interaction the creation of virtual economies becomes apparent. This paper argues that players of World of Warcraft are taught basic business concepts and ideas which can translate into real life business lessons. The paper will firstly define the nature of World of Warcraft as a massive online game. It will then examine and explain a series of in-game business concepts and how they relate to the real world.…

    • 2303 Words
    • 10 Pages
    Powerful Essays
  • Powerful Essays

    MOBA and Lol

    • 7555 Words
    • 33 Pages

    present a rare study of the “rhetoric of the imaginary” in play theory applied to popular…

    • 7555 Words
    • 33 Pages
    Powerful Essays
  • Best Essays

    History of Mmorpgs

    • 3097 Words
    • 13 Pages

    N.p., n.d. Web. 10 Nov. 2008. . Riegle, Dr. Rodney P, and Mr. Wesley A Matejka. “The learning Guild: MMORPGs as…

    • 3097 Words
    • 13 Pages
    Best Essays
  • Good Essays

    Mompg Research Paper

    • 604 Words
    • 3 Pages

    Massively Multiplayer Online Role Playing Games (MMORPGs) have been called “heroinware” because they are “simultaneously competitive and highly social” (Allison, Wahlde, Shockley, & Gabbard, 2006, p. 383).…

    • 604 Words
    • 3 Pages
    Good Essays
  • Best Essays

    Jansz, Jeroen, and Martin Tanis. "Appeal of Playing Online First Person Shooter Games." CyberPsychology and Behavior 10 (1999): 133-36. ArticleFirst. Web. 8 Nov. 2010.…

    • 2283 Words
    • 10 Pages
    Best Essays
  • Powerful Essays

    Bibliography: Boyns, David. “MMORPG worlds: On the Construction of Social Reality in World of Warcraft”. 2009 Peter Lang Publishing, Inc., New York.…

    • 4879 Words
    • 20 Pages
    Powerful Essays
  • Powerful Essays

    Violent Video Games

    • 2439 Words
    • 10 Pages

    Jenkins, H. (2004). Reality bytes: eight myths about video games rebunked. The Video Game Revolution. Retrieved June 28, 2007 from http://www.pbs.com…

    • 2439 Words
    • 10 Pages
    Powerful Essays
  • Satisfactory Essays

    This study is about the effect of Online Game (Lineage II) to Gamers in the Philippines. Lineage II is a massive multiplayer online role-playing game (MMORPG) for Microsoft Windows, the second game in the Lineage series. It is a prequel to Lineage, and is set 150 years before the earlier game. It has become very popular since its October 1, 2003 launch in South Korea, reporting 1,000,918 unique users during the month of March 2007. To date, the game has been played by more than 14 million users, mostly based in Asia.…

    • 721 Words
    • 3 Pages
    Satisfactory Essays