Example Of What Kind Of Interaction Is Produced By Massive Multiplayer Online Role-Playing Game? Research Paper

1.1 Introduction
Massive multiplayer online role-playing games are useful in assisting to develop a blend of genres that interacts players online. In role-playing games, the player is given a chance to take the role of a character and the character’s actions. The background of massive multiplayer role-playing games comes with a coin from Richard Garriot,who created Ultima Online. There is a difference of massive multiplayer online the number of players involved does role-playing games from single players and this. Such games continue to be played all over the world, and many people earn revenue from the games. Many people are subscribers in the online games with more funds being exhausted to cater for the fun. The games are addictive because of their dramaticalantecedents and they tend to persist with the available environment. Themes in massive multiplayer role-playing games use traditional fantasy in comparison to dungeons and dragons. Hybrid themes can also be applied with an intention to involve scenarios of quests, loots and monsters. Progression of the massive games is a primary goal character, and players earn points of experience. Wealth accumulation is obtained via combat with a referral towards thelevel treadmill. Multiplayer games have a social interaction, and they require people to work as teams in order to achieve the best. Different types of classes are made in role-playing,and it is from those classes that characters are chosen. Over time, multiple role-playing games have developed as cultures with slang languages. Metaphors are also developed with a list of unwritten social issues and taboos therefore forming a subculture among cultures. Multiple role-playing games also develop system architecture among other ideas in the long run.
1.2 Research Scope
An online environment has been good for every individual as considered with the advantages that come with it. The online gaming systems also assist individuals in handling the multifaceted nature of life although some effects are also seen to be negative. This research paper has a scope of identifying the physiological effects of massive multiplayer online role-playinggames on students. The samples that will be used are the Singapore students who are aged between eighteen to twenty-five years. Researchers are continuing to examine human interaction with the internet just like the games. Global opportunities that are burgeoning gain distinct opportunities and popularity within the features of massive multiplayer. There is an increased pervasiveness with the variety of online opportunities and long-term implications on the health of many people. Behaviors of students and the entire community involved are also occupied with much leisure on the episodes of communicating and making money. Psychologically, the game addicts many students and most often the students may not be able to concentrate on their studies. Besides, it becomes an activity of daily lives; the students tend to use the online services for such games, and this becomes life interference. Addiction is life-consumingthus taking priority over many families, jobs, and friends. Moreover, further psychological effects make users escapereality by immersing themselves on a virtual world. Just like a drug addict would use drugs to escape a serious issue, the online games are used as escape goats. The ability of the modern games to create a person’s own character and own traits encourage an immersion of a person into the virtual world. Massive multi-user online role-playing games are becoming more addictive on students, and customized characters are combined alongside live players. Social development decreases when students overuse the online games. Further, there come interactions with the mental health, relationships, self-care and a person’s hygiene. Time becomes a concept that is absent in the life of a person, uncontrolled use of the internet, straining and some level of physical appearance deterioration. Casual statements about massive online gaming should then be put in experimental designs that are robust in order to examine students more keenly. The boundaries of the research are majorly centered on psychological effects instead of inclusive biological, social and economic effects. All the discussed interactions are therefore all geared towards psychological interactions and behaviors.
2.1 Sample and Methodology
The sample that was used to determine the research scope was Singaporean students of ages eighteen to a range of twenty-five. These students were used to determine the scope of effects of playing themassivemultiplayer online role-playing game. The case study was then based in Singaporean students and the interview students within the range of provided ages were used to represent the rest of the students. Both primary and secondary research sources were used, but the fieldwork was done by use of interviews. Being that the sample was alreadyidentified;interviewing a whole of the students within the age range was not possible. The sample was then put as a case study that would be used in representing the entire population. Students in the Singaporean environment were identified in the streets through age identity. One hundred students who well fitted in the age range were identified all over in a random selection, and they were taken through interviews of the research scope. Open-ended interviews were used in order to allow students give numerous answers depending on their knowledge, information and experiences with the online gaming. Interview schedules and questions were distributed randomly, and every student had a chance to handle the questions in their own convenience. Written answers were then collected and information about oral answerstoo for analysis.
3.1 Findings and Analysis
Among the one hundred students of Singapore who was interviewed, all of them managed to give answers about what they were being asked. The numerous answers were piled into ranking of the effects.