While the fantastic visions of the 1999 film "The Matrix" may not be reality, a future in which entire lives are played out in a virtual playground may not be far off.
The world of massively multiplayer online role-playing games (MMORPGs) represents video and computer gaming's most legitimate contender for "immersive entertainment." Players can literally log in and live out entire, fulfilling lives. For many, it can take addiction to a whole new level.
"In summer of 2007, I'd play around six to eight hours a day," said Jon Love, a freshman biology major at the University of Nebraska-Lincoln. "There's just such a variety of things to do. For example, everyone can find his or her own niche in 'World of Warcraft.'"
Blizzard Entertainment's "World of Warcraft" (WoW) is the most notorious and life-consuming of all MMORPGs. Now claiming more than 10.9 million subscribers, WoW is the undisputed king of the computer gaming landscape.
Dan Shedd, a freshman computer engineering major at UNL, had a tough time defining his personal addiction to the World.
"Oh God, let me think," Shedd said. "At worst - wait, I mean at best - probably during a couple summers ago. I never played that much solid a day, it would just add up. At most, probably six hours a day," Shedd said.
Although Shedd and Love may appear hooked on the virtual playground, they are far from entering the dangerous end of the addiction spectrum.
That distinction is reserved for an entire nation. South Korea claims the suffocation of a four-month-old on account of neglect from Warcraft-addicted parents, the suicide of a male player who plummeted 15 stories to his death after a marathon session of gaming and the death of a 28-year-old man after a startling 50-hour session at a cyber café.
These incidents are spurring psychologists and Web developers alike to attempt to effectively help addicted players.
A simple Google search for "'World of Warcraft' addiction" turns up hundreds of detox and help Web sites promoted by addiction researchers and fellow recovering addicts.
The "Big Tobacco" companies have known since the beginning of tobacco's discovery that their product was gold - it's so addictive, it sells itself. Likewise, Blizzard understands the "self-supporting" fire they've sparked.
At 11 million subscriptions per month (typically around $13 per month per subscription), Blizzard is raking in roughly $1.7 billion in revenue yearly, without factoring in actual purchases of the game.
Aspiring gamers, remember that moderation is key. Balancing virtual life with physical life is integral to enjoying both. At least until we can simply "jack-in" like Neo and Trinity.
Is this real?
While "World of Warcraft" may look more like "Lord of the Rings" than "The Godfather," that doesn't mean you can't do all the typical things humans do in this virtual world. Check out these examples:
Love and War:
Yes, the throes of war are still the primary dish in the World, but virtual weddings are common between two players. Wowinsider.com did a story on July 11, 2007, about two newlywed Night Elf druids in Darnassus - ceremony, gifts, dress and the whole works.
Playing with puppies! Wait…that's not a puppy:
If WoW players are lacking companionship - in the game or in reality - they can find man's best friend in the game.
"You can purchase pets," Love said. "I have an engineer character that made mechanical squirrels for pets, it was awesome."
Real estate is still a good investment, right?:
The economic downturn has been a widespread problem throughout the country, but that may hasn't reached video games.
"There have been rumors that you're going to be able to buy property in the game after a future expansion," Shedd said. "It'd be stupid, I don't want to do 'house chores' in a game where I'm trying to avoid doing chores."
Death and Taxes:
Ok, taxes have yet to be instituted, but virtual death always results in revival. However, 28-year-old player Dak Krause died of leukemia in August 2008, and Blizzard left a memorial to the deceased player at the end of a late-game quest.





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