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March 17, 2012

                      Online Gaming: The effect on Personal Relationships


Abstract

       Online gaming has been a development built on the technology of the internet. The

internet, being an innovation that allowed people to interact with other people globally created

new ways of building relationships. The ability of the internet to build relationships allowed the

resilience of online gaming to create a wide variety of audience amongst different cultures

around the world. In respect, though online gaming allowed people to create new relationships,

other relationships are bound to be affected by the new relationships that are created by online

gaming. This paper will discuss the different factors that affect relationships that involve online

gaming, whether with other gamers or with people who do not engage themselves into online

gaming.




Keywords: Online Gaming, MMORPG, relationships



       Globalization has caused major changes in how people interact with one another. In the

age where the internet allows people to see and talk with different people in different areas while

staying inside ones own domain have caused innovations that people have become inclined into.
One of which that have been developed to harness the internet are the different online games.

Online games are virtual environments in which people are able to create a new realm of social

relationships; users are able to build their own groups, and organizations that share a common

belief, goal or preference (Chiou & Wan, 2006). In the world of massive multi-player on-line

role-playing games (MMORPGs), the environment can be equated to the real world in which the

virtual environment does not stop when people go off-line, it continues even when people come

and go which allows different people to interact with different people. The internet itself is said

to be not addictive, but the different activities embedded within the system, such as online

games, are the ones that can become addictive to people (Chiou & Wan, 2006). This paper will

analyze how online games affect the different relationships of people who engage in the game

with the people around them, such as their family and friends.



       Previous researches have created results that illustrate that the excessive use of online

games can result in negative outcomes, such as negative impacts on academic performances,

increased anxiety, escape from reality, youth violence and crimes, and the deterioration of

interpersonal relationships (Chiou & Wan, 2006). Online games, in a way create a whole new

environment in which the users are nudged away from their “real” lives and become dislodged

from the people they know. The effects of online games create an image in which people become

aloof from their friends and family, that people who are into online games destroy their

relationships with the people in their lives. Much research that have been done are based on

quantitative research paradigms, involving in-depth interviews of online game addicts and not

necessarily why people engage in such; results in which qualitative methods are used (Chiou &
Wan, 2006). New researches have tried to create new results and discussions in which online

gaming is perceived in building new relationships or being able to strengthen old relationships.



         Online games, one of the myths that surround it is that it only appeals to children and

adolescents (Cole & Griffiths, 2007). People don’t realize that those who engage in MMORPGs

are those who can be independent and should be able to sustain their own lives, studies show that

the age of players are mostly 23.6years and a significant number, 28.2% are over 25years of age,

and only a small number of people were under 18years (Cole & Griffiths, 2007). Another study

showed that 36% of gamers are married and 22% have children (ESA, 2005; Yee, 2004, 2006 as

cited by Hertlein & Hawkins, 2012).         The relationship of the age of the players and the

relationships of these players with the different people is significant to look at because in theory,

these people are capable of deciding for themselves and are able to live independently and are

able to live up to the consequences of their lives. Previous researches made assumptions that

gamers are socially inactive, however, the new studies show that people who played online

games have created good friends within the game (Cole & Griffiths, 2007). New relationships

have been forged within the game that allowed people to interact with different people even if

the environment differs from where they live in. This created a new image of online games,

being something that is highly socially interactive which allows people to interact and share there

lives to different people (Cole & Griffiths, 2007). In relation to pre-existing relationships such as

family and friends, studies show that people does not necessarily engage in online games alone,

they share their online experiences with their “real-life” friends and family (Cole & Griffiths,

2007).
Unlike the previous findings that players tend to be dislodged from reality and tend to use

online game to escape from reality, the new findings show that online games is a tool that friends

and family use to bond together and create a stronger relationship. MMORPGs involve the

necessity to join guilds or clans to accomplish primary objectives and progress within the game

(Hertlein & Hawkins, 2012). Playing MMORPGs require players to interact with other people

who play the game, which encourages teamwork, camaraderie, and collaboration. It can also

increase the understanding between the different relationships within a person. Previous studies

show that video games helped families to achieve a certain level of togetherness which was not

experienced previously (Mitchell, 1985 as cited by Hertlein & Hawkins, 2012).



       But as it can create stronger bonds, online games can also create difficulties within

families and couples, especially when only one of the couple is engaged in the game (Hertlein &

Hawkins, 2012). Just as much as it provides positive aspects in building relationships it can also

provide negative facets within relationships. Online gaming also has two sides of the coin. In a

study, such a large number of gamers were already married and or in dating relationships which

state that gaming has become a primary presenting problem rather than a secondary one (Hertlein

& Hawkins, 2012). A study analyzed the different factors that can cause a crack in relationships

brought about by online gaming. The study showed that some factors that affect relationships are

the motivations to play, addiction, personality characteristics, gender, overall well-being, and

relationship intimacy (Herlein & Hawkins, 2012). Online gaming can be a way for players to

alleviate negative feelings such as frustration, loneliness, or boredom (Hussain & Griffiths, 2009

as cited by Hertlein & Hawkins, 2012). This can be a negative attribute toward relationships

because players tend to hide their frustrations in real life and mask it with being happy online.
Instead of being able to create a solution to a problem, the player tends to hide his problems

away and create a barrier into which relationships falter and be destroyed.



       “Although the gaming partner in a relationship has an entire network of interactions,

loyalties, and responsibilities within the gaming world, these networks may be invisible and

intangible to the non-game player” (Hertlein & Hawkins, 2012). People in the social structure of

the player in-game may not be part of the friends and family social structures that these people

who are unknown to the friends and family may create feelings of jealousy, resentment and hurt.

People who are not in the gaming world may feel neglected by the people who are playing the

game. This tends to create distance between the player and to those who do not involve

themselves to work. Studies showed that individuals, who pursued relationships online, not

necessarily intimate, created less intimacy with their face to face relationships. Some gamers,

mostly addicts, stated that playing online games have become the focus of their lives (Chiou &

Wan, 2006). They have lived their lives that are intertwined with gaming, believing that without

online games, their lives would become “dark” and “bored” (Chiou & Wan, 2006). The

inabilities of “real-life” relationships to cope for the necessities of gamers create the negative

effects of online gaming.



               Most of the subjects in the present study showed strong interests in role-playing
       of online games, in which they often do things that they dare not to do in real life. In an
       anonymous environment, online game players always appear with nicknames instead of
       real names. Thus, many people who are addicted to the Internet might attempt to escape
       from the limitations brought by real life in order to obtain the space for survival and
       security. This indicates that online gaming brings a anonymous environment with lower
       public self-awareness, and allows players to stop concentrating on the self-consciousness
       in order to prevent becoming overly worried about what other people would evaluate and
       judge the way they act in front of others. From the perspective of psychodynamics, at the
       conscious level addicted players might seek self presentation in an anonymous, relaxing,
and secure space, but unconsciously, they might actually have an unsatisfied need for
       self-presentation due to their poor self-image in real life.
                                                                       (Chiou & Wan, 2006)

       In a way, role-playing games allow a person to be someone whom he desires to be. The

ability to dictate what path you choose in game allows a player to control his own life, more

often than not, why people get hooked into the game. Also, the ability to create a whole new

identity including the anonymity of the person within the game allows creates a more appealing

environment for a person than to deal with the different discriminations involved in a society,

such as skin color, speech, or even nationality of a person. In an attempt to create a whole new

image of oneself, this leads to a risk of dislodging oneself from the world in which one has to go

back after playing the game.



       MMORPGs can be capable of being as goal-oriented or as relaxed as the people who

engage in it desire it to be. In part, it appeals to people because it provides the opportunity to

create an experience that is unique for any individual in-game. The negative effects of the games

must not be ignored, but it should not also be blustered out of proportion. MMORPGs can be

extremely social in nature, with the different experiences of gamers making life-long friends and

even partners for life. MMORPGs are by no means an asocial doing, nor are the gamers

generally introverted. The virtual world that online games offer permit players to express

themselves in ways they may not feel comfortable doing in real life because of their appearance,

gender, sexuality, age, or other factors (Cole & Griffiths, 2007). Online games can offer a place

where cooperation, support, and fun can be experienced all at the same time which can improve a

person online and offline.
Relationships are built with the understanding that involves two parties who understand

each other. It is strengthened through positive interactions and through overcoming negative

experiences within the different persons involved. Relationships are broken because of the

inability to understand each other. The failures to develop these interactions are the true problem

in which relationship problems arise. Whether relationships are built online or offline, it all boils

down to the ability of a person, group, family or friends to understand each other. If a

relationship is to be strengthened, people should take into priority the other person and not only

what he or she believes in. A relationship is built from the mutual understanding of the people

within your own circle, online or offline. The studies show that online gaming does not

necessarily harness negative relationships but it can bring about positive characteristics that can

bring new relationships or strengthen old ones. As people who live in an age of technological

developments, going online has become an integral part of our lives. Online gaming is just a part

of the internet world, how we use and perceive it greatly depends on the people who use it. If

people want to build relationships, online or offline, it is in their ability to understand the other

person and not the medium in which he or she meets the people.
Bibliography
Chiou, W.-B., & Wan, C.-S. (2006). Why Are Adolescents Addicted to Online Gaming? An
       Interview Study in Taiwan. Cyber Psychology and Behavior , 762-766.
Cole, H., & Griffiths, M. D. (2007). Social Interactions in Massively Multiplayer Online Role-
       Playing Gamers. Cyber Psychology & Behavior , 575-583.

Hertlein, K. M., & Hawkins, B. P. (2012). Online Gaming Issues in Offline Couple
       Relationships: A Primer for Marriage and Family Therapists (MFTs). The Qualitative
       Report 2012 , 1-48.
Retrieved March 17, 2012, from http://www.nova.edu/ssss/QR/QR17/hertlein.pdf

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  • 1. (Your Name) (Instructor’s Name) (Subject) March 17, 2012 Online Gaming: The effect on Personal Relationships Abstract Online gaming has been a development built on the technology of the internet. The internet, being an innovation that allowed people to interact with other people globally created new ways of building relationships. The ability of the internet to build relationships allowed the resilience of online gaming to create a wide variety of audience amongst different cultures around the world. In respect, though online gaming allowed people to create new relationships, other relationships are bound to be affected by the new relationships that are created by online gaming. This paper will discuss the different factors that affect relationships that involve online gaming, whether with other gamers or with people who do not engage themselves into online gaming. Keywords: Online Gaming, MMORPG, relationships Globalization has caused major changes in how people interact with one another. In the age where the internet allows people to see and talk with different people in different areas while staying inside ones own domain have caused innovations that people have become inclined into.
  • 2. One of which that have been developed to harness the internet are the different online games. Online games are virtual environments in which people are able to create a new realm of social relationships; users are able to build their own groups, and organizations that share a common belief, goal or preference (Chiou & Wan, 2006). In the world of massive multi-player on-line role-playing games (MMORPGs), the environment can be equated to the real world in which the virtual environment does not stop when people go off-line, it continues even when people come and go which allows different people to interact with different people. The internet itself is said to be not addictive, but the different activities embedded within the system, such as online games, are the ones that can become addictive to people (Chiou & Wan, 2006). This paper will analyze how online games affect the different relationships of people who engage in the game with the people around them, such as their family and friends. Previous researches have created results that illustrate that the excessive use of online games can result in negative outcomes, such as negative impacts on academic performances, increased anxiety, escape from reality, youth violence and crimes, and the deterioration of interpersonal relationships (Chiou & Wan, 2006). Online games, in a way create a whole new environment in which the users are nudged away from their “real” lives and become dislodged from the people they know. The effects of online games create an image in which people become aloof from their friends and family, that people who are into online games destroy their relationships with the people in their lives. Much research that have been done are based on quantitative research paradigms, involving in-depth interviews of online game addicts and not necessarily why people engage in such; results in which qualitative methods are used (Chiou &
  • 3. Wan, 2006). New researches have tried to create new results and discussions in which online gaming is perceived in building new relationships or being able to strengthen old relationships. Online games, one of the myths that surround it is that it only appeals to children and adolescents (Cole & Griffiths, 2007). People don’t realize that those who engage in MMORPGs are those who can be independent and should be able to sustain their own lives, studies show that the age of players are mostly 23.6years and a significant number, 28.2% are over 25years of age, and only a small number of people were under 18years (Cole & Griffiths, 2007). Another study showed that 36% of gamers are married and 22% have children (ESA, 2005; Yee, 2004, 2006 as cited by Hertlein & Hawkins, 2012). The relationship of the age of the players and the relationships of these players with the different people is significant to look at because in theory, these people are capable of deciding for themselves and are able to live independently and are able to live up to the consequences of their lives. Previous researches made assumptions that gamers are socially inactive, however, the new studies show that people who played online games have created good friends within the game (Cole & Griffiths, 2007). New relationships have been forged within the game that allowed people to interact with different people even if the environment differs from where they live in. This created a new image of online games, being something that is highly socially interactive which allows people to interact and share there lives to different people (Cole & Griffiths, 2007). In relation to pre-existing relationships such as family and friends, studies show that people does not necessarily engage in online games alone, they share their online experiences with their “real-life” friends and family (Cole & Griffiths, 2007).
  • 4. Unlike the previous findings that players tend to be dislodged from reality and tend to use online game to escape from reality, the new findings show that online games is a tool that friends and family use to bond together and create a stronger relationship. MMORPGs involve the necessity to join guilds or clans to accomplish primary objectives and progress within the game (Hertlein & Hawkins, 2012). Playing MMORPGs require players to interact with other people who play the game, which encourages teamwork, camaraderie, and collaboration. It can also increase the understanding between the different relationships within a person. Previous studies show that video games helped families to achieve a certain level of togetherness which was not experienced previously (Mitchell, 1985 as cited by Hertlein & Hawkins, 2012). But as it can create stronger bonds, online games can also create difficulties within families and couples, especially when only one of the couple is engaged in the game (Hertlein & Hawkins, 2012). Just as much as it provides positive aspects in building relationships it can also provide negative facets within relationships. Online gaming also has two sides of the coin. In a study, such a large number of gamers were already married and or in dating relationships which state that gaming has become a primary presenting problem rather than a secondary one (Hertlein & Hawkins, 2012). A study analyzed the different factors that can cause a crack in relationships brought about by online gaming. The study showed that some factors that affect relationships are the motivations to play, addiction, personality characteristics, gender, overall well-being, and relationship intimacy (Herlein & Hawkins, 2012). Online gaming can be a way for players to alleviate negative feelings such as frustration, loneliness, or boredom (Hussain & Griffiths, 2009 as cited by Hertlein & Hawkins, 2012). This can be a negative attribute toward relationships because players tend to hide their frustrations in real life and mask it with being happy online.
  • 5. Instead of being able to create a solution to a problem, the player tends to hide his problems away and create a barrier into which relationships falter and be destroyed. “Although the gaming partner in a relationship has an entire network of interactions, loyalties, and responsibilities within the gaming world, these networks may be invisible and intangible to the non-game player” (Hertlein & Hawkins, 2012). People in the social structure of the player in-game may not be part of the friends and family social structures that these people who are unknown to the friends and family may create feelings of jealousy, resentment and hurt. People who are not in the gaming world may feel neglected by the people who are playing the game. This tends to create distance between the player and to those who do not involve themselves to work. Studies showed that individuals, who pursued relationships online, not necessarily intimate, created less intimacy with their face to face relationships. Some gamers, mostly addicts, stated that playing online games have become the focus of their lives (Chiou & Wan, 2006). They have lived their lives that are intertwined with gaming, believing that without online games, their lives would become “dark” and “bored” (Chiou & Wan, 2006). The inabilities of “real-life” relationships to cope for the necessities of gamers create the negative effects of online gaming. Most of the subjects in the present study showed strong interests in role-playing of online games, in which they often do things that they dare not to do in real life. In an anonymous environment, online game players always appear with nicknames instead of real names. Thus, many people who are addicted to the Internet might attempt to escape from the limitations brought by real life in order to obtain the space for survival and security. This indicates that online gaming brings a anonymous environment with lower public self-awareness, and allows players to stop concentrating on the self-consciousness in order to prevent becoming overly worried about what other people would evaluate and judge the way they act in front of others. From the perspective of psychodynamics, at the conscious level addicted players might seek self presentation in an anonymous, relaxing,
  • 6. and secure space, but unconsciously, they might actually have an unsatisfied need for self-presentation due to their poor self-image in real life. (Chiou & Wan, 2006) In a way, role-playing games allow a person to be someone whom he desires to be. The ability to dictate what path you choose in game allows a player to control his own life, more often than not, why people get hooked into the game. Also, the ability to create a whole new identity including the anonymity of the person within the game allows creates a more appealing environment for a person than to deal with the different discriminations involved in a society, such as skin color, speech, or even nationality of a person. In an attempt to create a whole new image of oneself, this leads to a risk of dislodging oneself from the world in which one has to go back after playing the game. MMORPGs can be capable of being as goal-oriented or as relaxed as the people who engage in it desire it to be. In part, it appeals to people because it provides the opportunity to create an experience that is unique for any individual in-game. The negative effects of the games must not be ignored, but it should not also be blustered out of proportion. MMORPGs can be extremely social in nature, with the different experiences of gamers making life-long friends and even partners for life. MMORPGs are by no means an asocial doing, nor are the gamers generally introverted. The virtual world that online games offer permit players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, age, or other factors (Cole & Griffiths, 2007). Online games can offer a place where cooperation, support, and fun can be experienced all at the same time which can improve a person online and offline.
  • 7. Relationships are built with the understanding that involves two parties who understand each other. It is strengthened through positive interactions and through overcoming negative experiences within the different persons involved. Relationships are broken because of the inability to understand each other. The failures to develop these interactions are the true problem in which relationship problems arise. Whether relationships are built online or offline, it all boils down to the ability of a person, group, family or friends to understand each other. If a relationship is to be strengthened, people should take into priority the other person and not only what he or she believes in. A relationship is built from the mutual understanding of the people within your own circle, online or offline. The studies show that online gaming does not necessarily harness negative relationships but it can bring about positive characteristics that can bring new relationships or strengthen old ones. As people who live in an age of technological developments, going online has become an integral part of our lives. Online gaming is just a part of the internet world, how we use and perceive it greatly depends on the people who use it. If people want to build relationships, online or offline, it is in their ability to understand the other person and not the medium in which he or she meets the people.
  • 8. Bibliography Chiou, W.-B., & Wan, C.-S. (2006). Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan. Cyber Psychology and Behavior , 762-766. Cole, H., & Griffiths, M. D. (2007). Social Interactions in Massively Multiplayer Online Role- Playing Gamers. Cyber Psychology & Behavior , 575-583. Hertlein, K. M., & Hawkins, B. P. (2012). Online Gaming Issues in Offline Couple Relationships: A Primer for Marriage and Family Therapists (MFTs). The Qualitative Report 2012 , 1-48. Retrieved March 17, 2012, from http://www.nova.edu/ssss/QR/QR17/hertlein.pdf