© 2010 by the Board of Trustees of the University of Illinois
Virtual Playgrounds?
Assessing the Playfulness of Massively
Multiplayer Online Role-Playing Games
K L G
Millions of children and adults devote much of their leisure time to playing mas-
sively multiplayer online role-playing games (MMORPGs). Most observers com-
monly categorize computer games as a play activity, but this article asks whether
MMORPGs contain activities that might not be play. e author examines the
phenomenon of online gaming and compares it with several common characteris-
tics and criteria of play behavior. is analysis suggests that while most participant
involvement in MMORPGs seems to be play, in some cases, addiction may be an
alternative explanation for some of the activities.
Play behavior is prominent in humans and animals, but scholars have long
disagreed as to how best to dene it (e.g. Fagen 1981). Many activities, such
as sports, gambling, and other leisure pursuits, seem like play but oen do
not satisfy all the criteria that scholars typically look for when identifying an
activity as play (Pellegrini 2009). Any time a leisure activity stays popular long
enough, it acquires its own verb form (e.g. gambling, racing, knitting) that
identies the unique, sometimes playful, nature of the activity. But computer
games are new enough that the term gaming has not yet gained universal usage
as applied to playing computer games rather than to gambling. Instead, people
speak generically about “playing” computer games such as the massively mul-
tiplayer online role-playing games (MMORPG). Millions of users participate
in MMORPGs like EverQuest, Guild Wars, Lineage, and World of Warcra.
Worldwide revenue for MMORPGs is estimated at $9.8 billion and is on the
increase (Chen et al. 2008). Interactive electronic games in general pervade
our society: an estimated 68 percent of American households play computer
and video games, and MMORPGs represent 18.6 percent of the best-selling
computer games in the United States—a substantial part of the gaming market
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(Entertainment Soware Association [ESA] 2009). e average MMORPG
gamer is twenty-six years old (but approximately 13 percent are middle-aged,
female homemakers) and invests an average of twenty-two hours per week in
MMORPGs. Yet many players devote far more time to it (Yee 2006a, 2006b).
Given their game label, MMORPGs are widely considered playful, mindless,
harmless, and fun. However, some see MMORPGs as a waste of time or even
dangerously addictive (Griths 2002). Indeed, although the literature oen
refers to playing MMORPGs, it has yet to address whether all activities as-
sociated with these games are actually play. So let me ask the question: when
people log onto MMORPGs, is what they are doing always play?
What Are MMORPGs?
MMORPGs are a specic form of computer game, and people who play them
regularly are oen called gamers. MMORPGs strive to create detailed virtual
environments into which gamers immerse themselves. Usually these games
feature three-dimensional graphics with rich and varied terrains, weather,
ora, and fauna. Gamers purchase the soware that—typically, in addition to
a monthly subscription—provides access to the game via large computer serv-
ers. Gamers design and name their own characters, known as avatars; choose
their race such as human, elf, or dwarf; and customize their appearance by
selecting traits such as gender, hair color, build, and clothing. ese characters
then travel through the virtual environment, interact with one another, and
complete quests or missions—such as defeating monsters—to increase their
powers and abilities and to progress through the stages of the game, a process
gamers call leveling.
MMORPG players rarely participate alone. Sometimes their interactions
are competitive, as when characters ght. At other times, players exchange
goods or information either through their characters via in-game speech or
gestures (Ducheneaut and Moore 2004) or between the players themselves
through on-screen text or voice chats (Griths et al. 2004; Williams et al.
2007). Most interestingly, players oen ally with each other. Because many
challenges are too dicult for solitary pursuits, 79 percent of gamers form
groups, oen known as guilds, to achieve these commonly benecial goals
(Yee 2006b). Gamers can engage in MMORPGs without directly interacting
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108 AMERICAN JOURNAL OF PLAY •  Summer 2010
with others, although it may be dicult to progress through the game without
occasional assistance. Even if a gamer chooses never to interact directly with
another player, his actions still aect the virtual world—and therefore other
players. For example, recent MMORPGs include auction houses in which in-
dividuals sell to the highest bidder in-game items they no longer need. us,
the auctions of one player aect the items available to another player.
MMORPG gamers and researchers alike typically view the online world
as a place for social interactions. Constance Steinkuehler and Dmitri Williams
(2006) suggested that the online gaming environment might even represent a
third place: the virtual equivalent of a bar or other venue outside the home and
workplace where individuals converge for interaction, relaxation, and social sup-
port. Certainly, MMORPGs encourage verbal humor and frivolity and support
social interactions and bonding through sharing social information (Steinkueh-
ler and Williams 2006; Cole and Griths 2007; Coleman and Dyer-Witheford
2007). Most analyses assume that the context of MMORPGs is a playful one
(Steinkuehler and Williams 2006). Yet is all participation in MMORPGs truly
play? e question has not been adequately explored and, given the upsurge in
participation in MMORPGs and the consequent upsurge in interest in them by
academics, it is worth exploring.
What Is Play?
Play researchers lament that we easily recognize play, but we have trouble iden-
tifying specically what makes play playful (Beko and Byers 1981; Burghardt
2005; Caillois 2001; Fagen 1981; Huizinga 1955; Power 2000; Sutton-Smith
1997). is ambiguity leads play workers who deal directly with children to
avoid an attempt to dene play (Wilson 2009). David Cohen (2006) asserts that
the diversity of play’s behavioral repertoire renders a perfect denition impos-
sible. Pellegrini (2008, 2009) counters that given the variety of dierent disci-
plines in which play researchers work, it is important to agree on some broad
consensus. Play researchers propose dierent characteristics of play (Beko and
Byers 1981; Burghardt 2005; Caillois 2001; Cohen 2006; Fagen 1981; Fromberg
and Bergen 2006; Huizinga 1955; Piaget 1962; Power 2000; Sutton-Smith 1997).
For the purposes of analyzing the playfulness of MMORPGs, however, I propose
that MMORPG participation is play if it:
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• hasimplicitandsometimesexplicitrules
• oencontainselementsofmake-believeorfantasy
• diersfromothermoreseriousbehavioralcategoriesinform
or timing
• isfun
• appearsfunctionless
• isvoluntary
Collectively, these characteristics provide criteria to dene when participation
in MMORPGs is probably play. us, the more these characteristics clearly
dene online gaming, the more MMORPGs can be condently identied as
a play activity.
Applying Criteria of Play to MMORPGs
When we play MMORPGs, are we really playing at all? To evaluate the playful
nature of MMORPGs, let us review and compare them with relevant charac-
teristics and criteria by which play is recognized. If MMORPG participation
conforms to the following common play characteristics, then it is likely play.
As we shall see, MMORPG participation almost always starts out as play and
continues as play for the vast majority of participants, but it may cease to be
play for certain individuals in certain settings. ese individuals may participate
because they hope to gain nancially from doing so, or feel social pressure to
take part. In some cases, addiction may be an alternative explanation for par-
ticipants’ motivation to engage in MMORPGs. So, in order to determine when
MMORPG participation can be condently identied as play, let us examine
how MMORPG participation compares to common features of play.
Social play is governed by implicit and sometimes explicit rules
Informal and formal rules govern most types of social play. Playing with oth-
ers involves making up rules of the game. Rules can be formally structured
like those in soccer or informally structured like those in a game of tag where
children agree on a set of parameters (Smith 2005). Oen these rules are uid
and exible, but players usually understand that breaking the rules leads to the
dissolution of the game or play. In other words, rules provide stability to play
and its participants.
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110 AMERICAN JOURNAL OF PLAY •  Summer 2010
In MMORPGs, the soware companies set the rules of the game, including
how fast characters can move through the virtual environment or what weapons
their characters can use. ese rules usually remain unchanged by the player
(but see Ferretti 2008). e etiquette of everyday gaming is handled between
players and between guilds. Groups of gamers may establish rules that dier
markedly from other groups, and soware companies impose global rules and
invoke severe consequences for players who break them. For example, gamers
assigning vulgar names to their avatars risk having their accounts banned. e
negotiation of rules between the soware company and the gamer is nonexis-
tent, but players and guilds negotiate codes of in-game behavior in both xed
and exible ways.
Rules, of course, are not unique to play. Rules smooth the interaction be-
tween people, and society functions on explicit or formal rules (e.g. laws) and
implicit or informal codes of conduct (e.g. customs and etiquette). In-game
behavior may vary markedly between groups but usually conforms to social
rules, as in real-life situations, such as saying “please” or “thank you” or apolo-
gizing for mistakes or bad behavior. Yet the absence of politeness from social
play is usually a sign that the social contract of play has broken down. When
people no longer voluntarily abide by the rules of the game, they have usually
stopped playing. If MMORPG participants follow the explicit rules set by the
soware company and the implicit rules of in-game social etiquette, they are
probably still engaged in play.
Play often contains elements of make-believe or fantasy
Make-believe (also called pretense or fantasy play) is an important part of
most children’s play and oen involves pretending to be a character, like a
superhero, or giving an object properties not usually associated with it, such
as pretending a banana is a telephone (Pellegrini 1988). Roger Caillois (2001)
argued that play has rules, or it is make-believe, although for Jean Piaget (1962),
the mutual exclusion was unnecessary. MMORPGs are rule based, yet they
encourage make-believe. Descended from pen-and-paper role-playing games
like Dungeons and Dragons, MMORPGs, and their mix of rule-based and
fantasy play, appeal to the adults who make up a majority of the participants
(Donchi and Moore 2004; Griths et al. 2004).
MMORPGs may oer an alternate socially acceptable way for adults to
express their playfulness through pretending while simultaneously capturing
the imagination of children and adolescents too. Players customize their ava-
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tars in a number of ways to immerse themselves in the fantasy world. Indeed,
many of the most popular MMORPGs (e.g. World of Warcra, Lord of the Rings
Online) are based on fantasy literature or mythic legends with Tolkienesque
imagery (Steinkuehler and Williams 2006). Players can choose to play the roles
of heroes or villains, they wield weapons, and they slay dragons, harpies, and
grins. e literary imagery reects Johan Huizinga’s (1955) view that poetry
and play link modern civilization to our primitive past. Similarly, as Brian
Sutton-Smith (1997) asserts, the fantasy imagery from children’s literature of,
for example, Lewis Carroll or C. S. Lewis, speaks to a deeply imaginative and
playful side of human nature. In many ways, MMORPGs reect the ancient
art of storytelling through immersive and playful modern media.
When children play dress up, most do not question their motivation—they
are simply playing. Huizinga (1955) suggests that play behavior is distinct from
everyday life, occupying its own space with its own identity. ere is an owner-
ship of play, which may involve an amount of secrecy, such as in a masquerade
ball. MMORPGs in many ways are a digitized, virtual version of a costume
party: gamers customize their avatars, sometimes making the avatar’s gender
or age dierent from their own. e players understand that their guild mates
are not really elves ghting dragons with reballs but enjoy playing along as if
they were. In fact, MMORPGs in their simplest form are pure fantasy. In this
way, most MMORPG activity clearly meets the association of play with make-
believe.
Nongamers oen deride online games and those who play them. Regardless
of whether or not such scorn is fair, many gamers keep their gaming activities
secret, or at least separate, from their nongaming peers and relatives. At the
same time, they may discuss them openly (and excitedly) with other gamers. In
MMORPGs, gamers disguise themselves, wear virtual vestments, and assume
heroic or nefarious roles such as knights, bounty hunters, and sorcerers. No
one can know the gamer’s true name, and thus their secrecy and anonymity
are complete. In this way, MMORPGs are a perfect t for play as contemplated
by Huizinga (1955). Perhaps the secrecy and mystery of the make-believe are
vital and crucial elements of the playfulness of MMORPGs.
Play differs from serious behaviors in form or timing
One key characteristic of play is that it resembles serious behaviors like sex or
aggression. Indeed, that play borrows behavioral elements from serious behav-
iors has been used to argue that play, sex, and aggression form a behavioral
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112 AMERICAN JOURNAL OF PLAY •  Summer 2010
continuum (Collaer and Hines 1995; Lewis and Barton 2006). e dierence,
however, is the context. Play changes the context of behavioral elements from
serious to playful (Burghardt 2005). For example, play ghting resembles real
ghting, but players pull their punches, they exaggerate their moves, and they
intend no harm. us, although the movements of play ghting and real ght-
ing supercially resemble each other, the context completely alters the meaning
of the behavior. Gaming violence in MMORPGs exemplies this. MMORPGs
almost universally involve an element of death and destruction: avatars must
combat and defeat opponents within the virtual domain with weapons that
resemble real-world guns, swords, and crossbows, or with magical attacks, such
as spells and reballs. ere is a clear dierence, however, in both action and
motivation, between killing a real person and killing an avatar. In MMORPGs,
the violence is cartoonish, players are quickly resurrected, and the games de-
pict few emotional consequences when a character dies. Similarly, characters
in MMORPGs will sometimes fall in love and even marry; a virtual marriage
diers obviously from a real-life marriage, although a participant’s real-life
spouse might not care about the distinction. Accordingly, MMORPGs t this
criterion of play because players’ online actions dier in both form and timing
from their more serious real-life equivalents.
Play is fun or pleasurable
Most people are comfortable describing play as fun even if scientists are wary
of using the term. Indeed, parents report that the primary reason they play
video games with their children is because it is fun (ESA 2009). Experienc-
ing a pleasurable reward may be a proximate reason play occurs (Burghardt
2005; Lewis and Barton 2006). at is, because playing is fun, it motivates the
player to repeat the behavior. MMORPGs provide various in-game rewards
such as money, items of armor, equipment, or other “loot,” which the gamer
may nd pleasurable and motivational. Furthermore, challenge and competi-
tion in MMORPGs are a strong source of reward. Moreover, some MMORPGs
display the player’s in-game experience and the achievements he or she at-
tains in the game which, as a badge of honor, provides additional motivation.
MMORPGs must be pleasurable in varying degrees because so many people
play them. Belonging to a guild or engaging in quests with other like-minded
gamers can be pleasurable and rewarding, both socially and in terms of in-
game loot. Indeed, regardless of which aspect of MMORPGs gamers nd most
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pleasurable or rewarding, most gamers probably describe their participation
in MMORPGs as fun.
Many gamers embrace MMORPGs as a means of relieving everyday stress.
Play scholars note that play only occurs when there are no threats to an animal’s
basic survival, but for humans, play can be a means of relieving ordinary stresses
such as a long day at work, a trac jam, or even a bad haircut. Adults oen
use play, not in the absence of everyday stress, but specically to overcome it
(Cohen 2006). For many players, MMORPGs oer a welcomed distraction from
everyday life. Gamers focus on nonserious goals, complete quests with friends,
and gain reassurance through social contact with other gamers in the online
environment (Hussain and Griths 2008). Grüsser and colleagues (2007) even
refer to “playing the hurt away.”
ere are cases however, when the fun of gaming is uncertain. Mark Grif-
ths (2000) speculated that some structural elements of gaming soware may
promote addictive tendencies. For example, the multiple rewards in MMORPGs
provide motivation to increase playing time. As a result, some gamers nd
MMORPGs addictive, thus transforming a fun pastime into stereotypically
abnormal behavior (Ryan et al. 2006; Gentile 2009). In other cases, gamers
report feeling obligated to spend time playing the game for various reasons,
such as the social pressure of “raiding” (e.g. cooperative defeat of monsters)
with their guild mates (Yee 2006a). is sense of being compelled to play can
create stress for some gamers and perhaps for their families. However, even
when social obligations to participate in the MMORPG become bothersome,
gamers probably still nd the actual game fun. Furthermore, the obligation to
participate regularly in the game, to demonstrate guild loyalty and commit-
ment, may actually render the social relationships within MMORPGs more
pleasurable and rewarding (Williams et al. 2007). us, while some may feel
that MMORPGs have become burdensome, most consider them fun and plea-
surable for the very same reasons.
Play appears functionless
Critics have oen dismissed play because, on the surface, it appears to have
little usefulness. Terms such as unproductive, nonfunctional, or functionless
are oen used to describe play, but it may be more appropriate to say that play
is incompletely functional or not fully functional in the form in which it is ex-
pressed (Burghardt 2005). Play, in other words, contains behavioral elements
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114 AMERICAN JOURNAL OF PLAY •  Summer 2010
that do not contribute toward the player’s real-world survival (Burghardt 2005).
In contrast for example, a juvenile horse may run as fast as it can, but it is not to
escape from predators or to chase o rivals; the gamboling colt may gain long-
term benets from the exercise, but he runs for the fun of it, not the function it
serves in his physical development.
MMORPGs are playful and fanciful and generally without consequence.
Gamers nd this nonfunctionality itself playful. Gamers trade virtual weapons,
armor, food, and other materials for the currencies that circulate in the in-game
economy, mimicking economic activity (Yee 2006a); but like Monopoly players
who buy and sell properties, gamers will not see their real-world wallets fatten.
To the extent that games replicate real-life actions, they may sometimes entail
real-life consequences, but usually only inadvertently. For example, a gamer
who becomes too engaged in developing the cooking skills of his avatar may
forget to eat (Griths et al. 2004). Such a gamer supports Huizinga’s observa-
tion that play “interrupts the appetitive process” (1955, 9). On the positive side,
gamers who do not purposely set out to enlarge their real-life social networks,
enhance team-building talents, develop spatial and perceptual abilities, or aug-
ment logic-based skills (Kearney 2007) will nonetheless reap these benets. Here
again, these dividends accrue only incidentally and along the way as gamers
play. us play has oen been described as a superuous but time-consuming
activity without obligation or remuneration (Caillois 2001; Huizinga 1955). In
line with this observation, during gaming, gamers are not performing essential
activities that contribute to their current survival.
Purposeful work, by contrast, has oen been depicted as the opposite
of play (Bateson 2005; Huizinga 1955). e world of MMORPGs, however,
pre sents challenges for this plain distinction between work and play because
gamers’ actions can sometimes look a lot like work. For example, online gam-
ers may invest large amounts of time developing their avatars’ professional
skills such as tailoring, weapon craing, shing, or even hairdressing. e
avatars are oen rewarded when they practice their skills. To confuse this
fantasy, however, with purposeful work is to miss the essential ludic feature
of MMORPGs: in the rule-driven, make-believe fun of MMORPGs, the gamer
plays and the avatar works.
Are there instances, on the other hand, when elements of MMORPGs can
genuinely become like work or occasions when MMORPG activity may not be
play? For a few gamers, dierences between real-world and in-game economics
become blurred as these players incur obligation and expect remuneration. For
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example, some gamers sell their accounts or in-game items in the real world for
real money. is turns MMORPGs into a serious economic enterprise. Private
companies, too, sometimes provide in-game services for real-world money.
In fact, many gamers buy in-game currency from real-world companies with
real-world money. Some players also pay real-world money to third-party
companies to raise the levels of their characters and increase their powers.
Soware companies that monitor the game prohibit actions that subvert the
rules and blur the game’s boundaries. Perpetrators risk being blacklisted, not
least because they have turned MMORPGs into work.
If play is unlike work in that it is nonfunctional, then the question of whether
or not MMORPGs are play depends on players’ motivations. It is likely that
MMORPGs are a pleasurable, nonwork pastime for most players and most of
the time the activity stays playful and generally without consequence. However,
for others, participation in the game and its economy in particular may render
the actions less playlike and more worklike.
Play is voluntary
Playful activities are oen identiable because they derive from their own mo-
tivation and are thus voluntary behaviors (Burghardt 2001). In other words,
you cannot force a person (or animal) to play. On the surface, the myriad of
actions gamers take to participate in MMOPRGs implies their decisions are
wholly voluntary.
First, many gamers choose to spend considerable time, eort, and money
just to set up their computers to run MMORPG programs. At a minimum,
gamers must purchase the soware and create online accounts to access the
games. ere are some free MMORPGs, but most of them are not nearly as
popular as those that require paid online accounts. If gamers’ computer hard-
ware is not suciently advanced, they must purchase computer upgrades (e.g.
RAM, video card, CPU) to play without frequent pauses in the game. ese
upgrades can cost hundreds, if not thousands, of dollars, and such nancial
investments indicate that gamers are motivated to play the MMORPG. Aer
the initial expenses, every time the gamers play, they must choose to run the
application and log on to the game site. During peak periods, the gamers might
even have to endure long waits to enter the virtual world. It is unlikely that
anyone enjoys waiting in a queue, and tolerating such inconveniences indicates
the gamers are strongly motivated to play the MMORPG. Finally, once logged
in, gamers must set aside time for play. With so many tiresome prerequisites,
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the players’ eorts to join an MMORPG indicate that it is a voluntary choice
and therefore playful.
Yet people oen volunteer to participate in various behaviors they would
rather not because they feel duty bound or obligated to do so, and gamers are no
exception. A gamer may feel compelled to participate—for example if the other
members of his guild have scheduled a raid at a certain time and “need” him
to participate. Many female gamers in particular cite that they began gaming
because they were enticed or cajoled to play MMORPGs by their romantic part-
ners (Yee 2006b, 2007). Other gamers may feel pressure to fulll guild goals. So,
indeed, some participants feel obligated to participate. In these cases, participants
may not be playing, at least initially, though, once they are in the game, they
may ultimately become fully-engaged players rather than mere participants.
Perhaps the most problematic participants in MMORPGs are those who
take part because they are addicted to the activity. In these cases, although
they technically choose to log on to the virtual world, the resulting behavior
is no longer bound by play but by pathology. Overuse of MMORPGs and
other computer and video games has become a source of much concern in
recent years, and the behavior of some gamers gives rise to the real possibility
of gaming addiction (e.g. Gentile 2009; Hsu et al. 2009; Tejeiro and Bersabé
2002).
Addiction as an Explanation
for Some MMORPG Participation
Experts classify addiction as sustained and compulsive participation in an
activity, in spite of continued negative consequences in school, work, home,
health, and other areas (Goodman 1990; Gentile 2009). Although medical
and psychiatric authorities have declined to list excessive devotion to video
gaming alongside serious mental disorders such as addictions to alcohol and
drugs, conversational use of the term addiction captures the occasionally
compulsive nature of the pastime. In fact, the informal use of addiction helps
underline the consequences for this kind of zealous play. e consequences
of compulsive online gaming can be severe if increased social isolation, rela-
tionship problems, sleep deprivation, negative impact on career, and reduced
academic performance become commonplace for those gamers who over-
use MMORPGs (Cole and Griths 2007). ere are health considerations
too: repetitive keyboard and mouse movements and long periods seated at a
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computer desk can result in physical discomfort such as tension headaches
and muscular aches in the neck and shoulders. In extreme cases, epileptic
seizures, auditory hallucinations, tenosynovitis (joint and tendon inamma-
tion), and enuresis and encopresis (bed-wetting and soiling) even occur (Graf
et al. 1994; Griths 2002). ere are even media reports of gamers dying, in
extremely rare cases, following prolonged bouts of online gaming, perhaps
due to exhaustion, stress, or other complications. For most people, experience
with one of these negative consequences would be sucient cause to cease or
curtail gaming activities (Graf et al. 1994; Griths 2002). Yet other gamers
continue with online gaming regardless of the social, nancial, and physical
costs. For them, gaming is pathological.
e comparison of play and addiction is interesting because activities that
provide pleasure or reward are also those that are likely to spark compulsion
or addiction for some users (e.g. Pellis and Pellis 2009). Addictions to activities
such as drinking alcohol, gambling, shopping, and sex typically begin as fun or
pleasurable activities, and most people participate without detriment. For some
people, however, the activity becomes all-consuming and develops into patho-
logical behavior (e.g. Goodman 1990). Clearly, there are important distinctions
between engaging in the activity and developing an addiction to it (Charlton
2002). R. I. F. Brown’s core facets of addiction (1991) help distinguish it from
enthusiastic participation, and they have been widely cited in the gaming literature
(Brown 1991; Griths 2000, 2002; Gentile 2009). Briey, these include salience
(the activity dominates a person’s life), euphoria or relief (the activity provides
a high or it reduces anxiety), tolerance (over time, the person needs more of the
activity to achieve the same high), withdrawal symptoms (ceasing the activity
results in negative physical or emotional side eects), conict (participation in
the activity creates discord with other people or with obligations), and relapse
and reinstatement (despite attempts to cease participation, the person continues
with the activity regardless). Brown’s core facets may explain MMORPG behavior
for some gamers, especially those who have a tendency towards overuse.
Applying Brown’s Core Facets
of Addiction to MMORPGs
Salience
MMORPGs are, by nature, captivating and time-consuming, and many gamers
invest large portions of their lives in the games (Yee 2006a; Hsu et al. 2009).
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118 AMERICAN JOURNAL OF PLAY •  Summer 2010
Some gamers are excited to start a new MMORPG and spend time leveling
new characters and exploring the virtual environment. Many gamers enjoy
achieving increased skills and reputation within an existing MMORPG. For
others, nding new or developing existing friendships in the game becomes the
biggest motivation (Yee 2007). In all such cases (and many more), the gamers
are motivated to spend time gaming, but this alone does not necessarily indi-
cate addiction, merely that they are having fun playing. However, when work
or academic performance deteriorates as a direct result of time spent gaming,
the overuse of MMORPGs certainly meets the facet of salience because it has
become a dominant factor in the gamers’ lives.
Euphoria or relief
Gamers probably would not describe their own enjoyment of MMORPGs as
euphoric, but many report a buzz from gaming. Such a high may be based
on the various achievements and rewards in the game, its social connections,
the exploration of virtual worlds, or simply, say, the vanquishing of monsters
(Yee 2007). For gamers, the highs may fuel increased time or nancial invest-
ment. At the extreme, they become pathological, especially if the individuals
experience joy only from gaming. Other gamers play MMORPGs as an escape
from everyday stresses, and they report that online gaming relieves anxiety. For
gaming addicts, the compulsive element almost certainly creates more stress
than it relieves. It is likely that most gamers, compulsive or otherwise, engage
in MMORPGs to relieve everyday stress, and it is also likely that they experi-
ence some sort of excitement or satisfaction that motivates their play. Here,
MMORPGs probably meet the facet of euphoria or relief for most gamers. It
is clear, however, that the facet of euphoria or relief overlaps with a common
feature of play, that it alleviates everyday stress. is facet may therefore rep-
resent a gateway criterion. at is, all gamers probably desire some excitement
or stress relief from MMORPGs, which is what makes it fun. For the vast ma-
jority, the satisfaction probably remains at a low level, and thus the behavior
is more playful than pathological. However, as these feelings become elevated,
they may signal addiction (Brown 1991; Gentile 2009). is renders euphoria
or relief an especially notable category because it combines behaviors that are
necessarily playful but that are also indicators of addiction. Arguably, this facet
characterizes many or most online gamers. erefore, it is likely that whether
MMORPGs are playful or addictive is a matter of gradation and highly depen-
dent on the individual gamer.
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Tolerance
Given the facet of euphoria or relief, gamers seeking a high or escape from stress
feel the need to increase their screen time to achieve the same sensation, the
facet of tolerance comes into play. It can certainly be risky to continue gaming
for extended periods without rest, as the various physical side eects associated
with long bouts of gaming reveal (Graf et al. 1994; Griths 2002). Yet it may be
dicult to distinguish the facet of tolerance from the culture of online gaming
because of the investment of time typically involved. More than 50 percent of
MMORPG gamers spend, on occasion, more than ten continuous hours play-
ing MMORPGs (Hsu et al. 2009). Although many games come with warnings
to take a een-minute break for every hour of game time, the vast majority of
gamers probably do not follow these suggestions. us identifying normal use
and overuse of MMORPGs may be a challenge. However, if the compulsion to
achieve an increased high from gaming is pursued to the detriment of other
everyday or necessary tasks (Brown 1991), gamers may recognize these as early
symptoms of overuse or addiction. At length, these players should either resume
gaming at a more playful level or stop playing MMORPGs completely.
Withdrawal symptoms
When gamers who meet the criteria for tolerance attempt to reduce their
MMORPG screen time and nd that either they cannot or that they experience
negative side eects (e.g. shakiness or increased anxiety), they have met the
threshold of another facet of addition—withdrawal. Physical and emotional
eects are clear manifestations of dependency, and continuing with the activ-
ity in spite of these eects is a clear indication of addiction (Goodman 1990).
A gamer experiencing such a marked reaction to MMORPGs is probably not
playing anymore.
Conflict
For gamers who nd diculties overcoming withdrawal symptoms, or who
simply refuse to try, conict with others becomes likely. Such conict is oen
social in nature, especially with family members, loved ones, and co-workers
who try to intervene in various ways. e conict can also manifest itself in
its eect on work and other obligations, including matters of self-care and
personal hygiene. In other words, here gaming has become all-consuming to
the detriment of other areas of life (Gentile 2009). When gamers participate
in MMORPGs to this extent, they have clearly met the criteria of conict.
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120 AMERICAN JOURNAL OF PLAY •  Summer 2010
Sometimes, gamers try to avoid conict with others, using self-deception or
hiding addictive behaviors from others. us, secrecy also becomes important
to gamers at this point. Although secrecy can be a key feature of play (Huizinga
1955), it remains a key feature of addiction too (Griths 2002). e play ex-
perience in the extreme increasingly resembles pathological behavior. Hiding
MMORPG overuse from others (either by avoiding contact with others or by
lying about it), especially if other facets of Brown’s model are met, provides
a clear indication that the behavior is not playful but has instead become an
addiction (Griths 2002). Such blurring at the boundaries of behavior helps
gamers and their families to shrug o worrisome MMORPG overuse in an
attempt to avoid conict. If pathological play behavior continues however,
interventions of some type oen occur and lead to conicts of various types
(Griths 2002).
Relapse and reinstatement
When online gaming behavior reaches a stage where interventions occur (ei-
ther self-imposed or otherwise), gamers oen stop gaming. When attempts
to stop gaming fail and the gamer either persists with MMORPGs or resumes
gaming in spite of the eorts of others, the facet of relapse and reinstatement
characterizes the gamer’s behavior. At this point, gamers no longer voluntarily
play MMORPGs: they feel compelled to do so. e gamer’s life has become
completely dominated by MMORPGs and attempts to desist with gaming lead
to physical and emotional withdrawal symptoms and to conict with others and
with other aspects of everyday life. What began as playful has become harmful,
problematic, and destructive.
Is There a Play-Addiction Continuum?
Although some aspects of Brown’s core facets of addiction—euphoria or relief—
blend more clearly into playful behaviors, most of them do not. Some of the play
criteria overlap with those of addiction because both behaviors contain elements
of fun, repetition, secrecy, and stress relief. However, rather than discrete or
disconnected behaviors, play and addiction may instead represent opposite ends
of a behavioral continuum. In other words, most playful activity is initiated in,
and remains at, the playful end of the spectrum. For some people, however,
the playful behavior sometimes becomes increasingly attached to negative or
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compulsive behaviors that gradually move the behavior from playful to addic-
tive. In terms of MMORPGs, most gamers initiate gaming because they believe
it will be fun. Most gamers remain well within the play end of the spectrum.
However, some gamers become so entrenched in the virtual world that devo-
tion to the game moves to the addiction end of the spectrum and represents
the behavioral markers in Brown’s model (Gentile 2009; Griths 2000, 2002).
Based on animal developmental and hormonal models, play, sex, and aggression
are behaviors known to represent a behavioral continuum (Collaer and Hines
1995; Lewis and Barton 2006). In animals play is not characterized by abnormal
stereotypy (Burghardt 2005), but it is possible that human psychology allows
for the play-addiction continuum.
Along with other leisure activities, MMORPGs invite overuse and abuse,
and some gamers nd themselves at the addiction end of the play-addiction
continuum and experience negative behaviors more associated with pathology
than with play. Many look at gamers, and those who regularly use computers
in general, and imagine they see the qualities of addiction, regardless of any real
diagnosis of clinical dependency (Gentile 2009). e lament that online gaming
dominates the lives of gamers has become commonplace; gaming critics consider
online gaming negatively precisely because of its potential addictiveness.
On the other hand, in popular usage, the notion of addiction can also conjure
up positive enthusiasm. “is game is so addictive!” users—and reviewers—
excitedly exclaim. Indeed, soware companies make use of this popular sense
of addiction to exploit the market for their games, both in the creation of the
games themselves and in the selling of them. Even the distributors of electronic
games mix the semantics of play and addiction in doses designed to pique curi-
osity and make the game a fun and appealing experience. is may change over
time as we begin to understand the reality of gaming addiction more fully, but
it tells us something about the computer world and video gaming and how the
genuine pleasure of play can be confused with the highs of addiction.
Is Participation in MMORPGs Play?
Manufacturers market MMORPGs as games and intend them to be playful. Al-
though MMORPGs are fun for most gamers most of the time, these games are not
always playful. Certainly, online gaming is unlike work at a computer. It is fun,
rewarding, repeated, exaggerated, and stress relieving. Conversely, some online
Virtual Playgrounds? 121
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122 AMERICAN JOURNAL OF PLAY •  Summer 2010
gamers report that the time investment renders online gaming a chore, leads
to negative or addictive behaviors, or creates social anxiety. us, MMORPGs
qualify as play for most gamers, but not for everyone; it is the context that is
important (Fromberg and Bergen 2006), and this is crucial to understanding the
nature of online games. e playfulness of MMORPGs is something of a paradox
and may further support the idea of a play-addiction continuum.
Of course understanding the extent to which participation in MMORPGs
is playful is only the beginning of any eort to assess their impact on society.
What might be the long-term mental, physical, and social consequences of
children socially interacting through online media rather than in person? Phil
Hodgkins and his colleagues (2008) speculate that the relatively recent rise in
childhood obesity rates may be connected to increased leisure time spent on
gaming systems rather than in traditional physical play. Other writers such as
James Gee (2007) and Steven Johnson (2006) instead point out the intellectual
and social benets that come from engaging in these new forms of play.
e world of MMORPGs is lled with computer-generated images of myth-
ical, mystic, and futuristic beasts such as dragons, orcs, zombies, aliens, and
unicorns. Perhaps the desire to defeat or befriend these and other beings in a
virtual world, with real-life players controlling them, simply speaks to a play-
ful side of human nature—or to human desire for social contact through any
means possible. Perhaps MMORPGs allow children and adults alike to maintain
social contact in a playful manner and represent contemporary social play in an
increasingly electronic world. Perhaps membership in an online guild reects
human social groupings. Humans are intensely social, so MMORPGs conceiv-
ably represent a reasonable way to join social cliques and networks in modern
society where, arguably, we deal less and less in face-to-face contact. Perhaps play
researchers just need to embrace MMORPGs fully as a modern human activity,
a contemporary manifestation of the ancient art of play. ere is no doubt that
online gaming and other gaming consoles represent the current state of what is
playful to many children and adults in industrialized countries. Consequently,
with so many people participating in MMORPGs, it may not be surprising that
addiction to gaming occurs and continues to be a concern. If games reect culture
and society’s views (Chudaco 2007), then MMORPGs must be taken seriously,
especially because so many people play them. If millions of people play games
that are not always playful, it may have huge implications for culture and society.
Aer all, gamers are given a choice when they log on to their computer and video
games. ey can hit the quit button. Or they can hit play.
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