Massively Multiplayer Online Role-Playing Games - a Cognitive social phenomena

Limitless opportunities for communication


While the location of each game may alter, each virtual match provides a limitless number of opportunities to communicate with opponents and individuals in a team or opposing team in order to socialize in the virtual world. Users are expected to multi-task in all MMORPGs due to the 3D graphics and a plethora of other users all participating in the game, all with the objective of winning the match. Players interact not only with the gaming world, but also with the many other gamers who are also playing at the same moment. For this reason, it is expected that players will learn on how to adjust and a pact with the social dynamics around the object of the match. Also, users have to get used to interacting with the virtual space that can sometimes be complicated and can change from setting to setting. All these mechanics and sudden adjustments can cause cognitive overload which may hamper the performance of any player, especially novice players.


Similarities and differences between face-to-face and multiplayer games


According to Kaye, and Bryce, (2012), similarities between the face-to-face interactions and multiplayer games are imminent. These include qualities like sharing values, goals, and individual building blocks such as appearance, and age. Although there are a few similarities, a face-to-face game requires an entirely different setting. When face-to-face members play, they develop perceptions of the other members with consideration of how active, skilled and reliable these opponents are. They take the time to focus and study each other's confidence, knowledge, style, and accuracy of the game; they can even read body language. For instance, in a game of checkers which involves two players, the opponent players watch each other's moves and strategies. In a face-to-face game, there is no collaboration between the two players as the object of the game is to defeat one another counting on their experience and skill. Each player makes his move, without any consultation or collaboration of the other players, and they each react to each other's movement one at a time. This type of game requires a more focused concentration, and there are no collaborations as in an MMORPG game.


Virtual vs. Face-to-Face


There are many differences between playing a Spades game online to a face-to-face game. On the online Spades multiplayer match, the user is required tactics and skills, but he is not able to read or anticipate his opponent's moves. There is no social connection or collaboration among players. On the face-to-face Spades game, each player needs to collectively focus on all steps and cards to win the game. As the game is in progress, the players have a social connection and can view each other's moves and are even able to read each other's face or body language. Rogers, Preece, and Sharp, (2015) indicates that the face-to-face environment offers emotions and communication that which is unavailable in a virtual environment. This connection may also encourage a more lasting relationship as the players can communicate and build relationships getting to know each other. Even though the object of the game is for one player to win, a connection is established as a result of being a qualified, worthy opponent.


On the other hand, in both cases, the MMORPGs and the face-to-face setting both groups may build relationships. One can be face-to-face, while the other team can develop relationships around the globe, but each with a common interest that might set all other differences aside (Rogers, Preece, & Sharp, 2015).


User Interface and Design in MMORPG Games


The design of User Interface (UI) user interface is an essential factor in any MMORPG game; this is what attracts the user to the game. The game itself is design with a theme in mind; it has to require collaboration to encourage gamers to a community. The idea has to have the quick reactions to the player's actions; it has to be engaging and real-time. The games are designed to keep the players focus, and engaged in the game match to accomplish this environment, and the game allows the player to experience ongoing adventures, thrills, including defeats and victories. Designers must focus on significant visual effects, which the players can follow or anticipate this encourages the players to be more involved and spend more time enjoying the game (Lin, & Sun, 2015). Designers or developers also need to keep the game theme, characters, and their roles changing to grow or evolve with the game. The ever-changing settings, obstacles, gains, battles, and wins should increase in involvement, difficulty, to keep the attention and interest of each player. New conquests are a must; this keeps the game for ending and just keeps adding to the theme.


The quality of the user interface of MMORPGs is fundamental to the success and game interest. The primary purpose of games is to keep the players entertained and engaged; this is what motivates designers to keep improving their games and designs. For instance, in a checkers game player can see all the pieces on the board, but the thrill of the game is intensified through an interface of a qualified opponent. Some designers allow the users to modify the game, allowing the software tools to be available to the experienced gamer and computer user. One such game is the World of Warcraft; this game allows the user to modify or customize to the user's needs. Again, this is a feature that professional, computer or software savvy users. Enabling users to change the user interface, has given many gaming communities which not only enjoy and play the game but share a common interest in modifying and enhancing the game experience.

References


Kaye, L., & Bryce, J. (2012). Putting The "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames. International Journal of Internet Science 7(1):23-36. From https://pdfs.semanticscholar.org/1be8/380a1f45ac7c720273b0ee5723ded1e214e7.pdf


Lin, H., & Sun, C. (2015). Massively Multiplayer Online Role-Playing Games (MMORPGs). Retrieved from http://gamelearninglab.nctu.edu.tw/ctsun/Massively%20Multiplayer%20Online%20Role%20Playing%20Games%20(MMORPGs)%20-%20The%20International%20Encyclopedia%20of%20Digital%20Communication%20and%20Society.pdf


Rogers, Y., Preece, J. & Sharp, H. (2015). Interaction design: beyond human-computer interaction. Chichester: Wiley.

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