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Virtual Social Issues

-Worlds in Motion sister site Gamasutra looks at a recent study conducted by researchers at Nottingham Trent University in the UK, and published in U.S. journal CyberPsychology and Behavior, examining social behavior in the MMO worlds. Apparently, three quarters of online role-playing gamers make good friends with the people they meet in their virtual worlds, with almost half meeting in real-life situations and one in ten going on to develop actual physical relationships. More than 30 percent get crushes on other players, and 40 percent would rather discuss emotional issues with their virtual pals than their real ones.

From the article:

One in five participants believed that massively multiplayer role-playing games (MMORPGs) had a negative effect on their relationships if their partner was not a player, while more than two-thirds felt they had a positive effect on their relationships with those who did play.

Women were significantly more likely than men to be attracted to other players and were far more likely to go on to date them. Most women gave “therapeutic refreshment” as their main reason for playing, whereas most men stated “curiosity, astonishment and interest” as their reasons. Around a third of gamers suggested they could be more themselves in the game than in real life.


The results may be surprising to those of the popular opinion that those who play MMOs and participate in virtual worlds are anti-social or hermetic. A recent article in the Escapist by Michael Zenke also challenges this assertion, identifying social interaction as a pivotal and challenging element of play for many gamers, one that's heavily tied to the essential nature of human contact and the strong sense of place virtual worlds provide.

Another article at Gamasutra explains the way Chinese MMOs help celebrate Valentine's Day with in-world events, romantic giveaways and a boom in virtual weddings.

Speaking of weddings, some think the increasing complexity and importance of virtual relationships may have further implications. A recent Wall Street Journal article takes a snapshot of how one man's real-life marriage is challenged by his relationship with his sexy, redheaded virtual wife. "It's really devastating," the flesh-and-blood wife tells the Journal, "You try to talk to someone or bring them a drink, and they'll be having sex with a cartoon."

The Journal article is a fascinating read, giving a bit of a sensationalized glimpse into the ways that virtual relationships may affect and challenge real ones. There were similar fears back when online chat, IMs and cybersex were still new, but in the era of 3D avatars and lifelike online worlds, it seems they have much more potential to do this than ever. It's not too farfetched to hypothesize a day when courts could consider a protracted virtual affair like the one profiled in the Journal piece as grounds for divorce, maybe even adultery in the eyes of the court. Who knows?

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Gamasutra (the 'art and business of games'.)

Game Career Guide (for student game developers.)

Games On Deck (serving mobile game developers.)

Indie Games (for independent game players/developers.)

Game Set Watch (the Group's alt.game weblog.)

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