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Doing A College Research Project On MMORPGs - Need FeedBack

Hi,

I am doing a college research project on MMORPGs. I'm in need of some information, I just need to ask a couple of questions and your answers to them. Basically, I am studying the future of online gaming and how they will impact the future of human interaction over the internet. I'd greatly appriate anyone who answers these questions as it will help me with the presentation and over all project.

1. What place do you think online gaming has in American culture and society today?

2. What would be the perfect online gaming platform? Please describe in detail.

3. What are your views on the idea of a Metaverse and how do you view social virtual worlds?

4. How many "hard-core" online games have you played and how many "virtual worlds" have you perticipated in?

5. Do you see "hard-core" MMORPGs being around in the next 15 years? If so why or why not?

6. In the future do you think social online worlds such as There and Second Life will have a place in society?

Thanks in advance!


Comments

  • RollinDutchRollinDutch Member Posts: 550


    Originally posted by VirtualBill
    Hi,

    I am doing a college research project on MMORPGs. I'm in need of some information, I just need to ask a couple of questions and your answers to them. Basically, I am studying the future of online gaming and how they will impact the future of human interaction over the internet. I'd greatly appriate anyone who answers these questions as it will help me with the presentation and over all project.

    1. What place do you think online gaming has in American culture and society today?

    2. What would be the perfect online gaming platform? Please describe in detail.

    3. What are your views on the idea of a Metaverse and how do you view social virtual worlds?

    4. How many "hard-core" online games have you played and how many "virtual worlds" have you perticipated in?

    5. Do you see "hard-core" MMORPGs being around in the next 15 years? If so why or why not?

    6. In the future do you think social online worlds such as There and Second Life will have a place in society?

    Thanks in advance!




    Since this would be an absolutely atrocious place to look for primary sources for a research paper (assuming, of course, you go to a real college and not one with the word 'DeVry' somewhere in the name), I'd have to assume that you want people to give you comments that you can lift almost verbaitum for your paper.

    Instead, how about you go do your own research, do your own writing, and actually earn that degree. There are enough people who've graduated college and moved onto the exciting world of managing a Target, you could try working a bit so you dont join them.
  • VyavaVyava Member Posts: 893

    Questions 1 through 3 would honestly require a thesis paper to delve into, possibly more. Maybe you want to refine your project before you get too deep in.

    You are encompassing sociology, political science, computer science, psychology and statistical analysis into a single paper. You won't be able to make a coherent single paper on this subject unrefined in its current state.

  • VirtualBillVirtualBill Member Posts: 3
    The project is going on in both Computer Science class and Sociology. My group's assignment was to write a paper and come up with a presentation on the subject of "Online Gaming and Its Impact on the Present and Future". Basically my two perfessors came up with some suggestions for questions and sub topics I should address in the paper. These 6 questions basically incorperate every subtopic and question my group needs to address.

    The topic was chosen by my perfessors, not my group or I. I don't need people to really delve in deep but give good answers if you can. My other group members are asking these same questions on other sites and about next week we will compile the data and paraphrase the results. We are done with the paper, we just need to work on our presentation. We are doing a few charts, using video, audio, and we may even directly quote some of the answers. We're also going to do social experiments inside some major MMORPGs during the presentation.


  • paulscottpaulscott Member Posts: 5,613

    perfessors?

    and those questions are WAY TO BROAD.  try again on a new site or in 3 days 

    I find it amazing that by 2020 first world countries will be competing to get immigrants.

  • VyavaVyava Member Posts: 893


    Originally posted by paulscott

    perfessors?
    and those questions are WAY TO BROAD.  try again on a new site or in 3 days 


    I hope the professors are not asking for more than an outline.
  • WhiteknightWhiteknight Member Posts: 82


    Originally posted by VirtualBill
    Hi,

    I am doing a college research project on MMORPGs. I'm in need of some information, I just need to ask a couple of questions and your answers to them. Basically, I am studying the future of online gaming and how they will impact the future of human interaction over the internet. I'd greatly appriate anyone who answers these questions as it will help me with the presentation and over all project.

    1. What place do you think online gaming has in American culture and society today?

    2. What would be the perfect online gaming platform? Please describe in detail.

    3. What are your views on the idea of a Metaverse and how do you view social virtual worlds?

    4. How many "hard-core" online games have you played and how many "virtual worlds" have you perticipated in?

    5. Do you see "hard-core" MMORPGs being around in the next 15 years? If so why or why not?

    6. In the future do you think social online worlds such as There and Second Life will have a place in society?

    Thanks in advance!




    While the above posters do have a good point in the fact that the questions given are very very broad, that could mean that less work is required on each subject and more focus should be placed on the mix of the subtopics that form the main topic. So I imagine even answering these questions with some answers could provide you with at least some information.

    1) An interesting one, as computer's are very easy to come by in most of American society. Thus, online games are highly acessable, and have the potential to penetrate most (if not all) levels of Modern society. However, in general it can probably be seen as something to do in somone's free time and it's place in society can be broadly figured as a mere hobby such as any other's people do in thier free time. Online gaming can also appeal to most ages as well, but it seems to be more focused around the teens to older generations. As such, the hobby itself can seem to bridge far more people then most free time activities can go, and thus where the potential for infiltration into many sections of society is displayed.

    2) Platform? Would this mean as in the venue by which the game is played or merely the theme of the game itself? If the venue then for now a computer would seem to be the best choice due to it's possability for potentially being upgraded by the user and among other reasons. If you mean the theme of the game, then you really coulden't choose just one. Society in general probably is too broad to be able to focus on a single theme and a lack of individuality would occur possibly, the best bet may be an option to include multiple themes in a single game acessable to all but also the option of those themes being seperate as to avoid confliction. If you meant neither of these...whoops...

    3) Possible? If technology were to advance to make it readily available to all on a global (or possibly at the least a massive scale) then there would seem to be a high probability of it developing due to it's possible uses for more then just a simple society. A metaverse could maybe join with other technologies to provide a person to preform all the tasks done on modern computers and further, communication for one would be the most easily seen addition to a metaverse but also the posability for much more depending on what the technologies of the time have developed into.
        The idea of virtual worlds can be both a good, but very dangerous thing. The ability to manipulate data so easily can make it problematic on terms of security/saftey/identity and etc. However, a virtual society could also contend with many of the problems people are faced with in normal society, mostly those associated with one's appearance/manner/etc. Of course, as stated merely a sentence ago, these could work on the opposite end and mask somone of who they really are and can be the cause of further problems.

    4) Hard core? If by that you mean those on grand scales whom have the most hype and members, I can only guess around a couple short of all (Those ones I haven't played tending to be those of the earlier generation's, and some of the ones I have I only participated in for the first day or two of a demo). Virtual worlds I can say I participated in two, that of SWG and CoH. Swg as a member of one of it's towns, and CoH as a member of an Roleplaying SG.

    5) Probably, unless people manage to find something else to waste thier time on (Not saying I don't too though, nor am I saying it's a bad thing). Or unless something major happens on a scale of which that would prevent people from acessing the technology of which to play MMORPGs. This would be because everyone manages to find free time at some point in thier life, be it a few minutes, a few days, even months or years. MMORPGs can be seen as one of the easier hobbies to be picked up in merely a few minutes if you have the technology, a result of the fact that MMORPGs can be very easy to pick up if a person merely knows how to read and has the ability to operate a computer.

    6) Sure, why not? Social worlds in a virtual style have a great potential to grow and expand, it merely depends on how people are willing to subscribe themselves to a virtual world rather then to reality. It's expansion is most likely going to occur due to the either the general populace losing thier desire to work in the real,  people losing thier ability to function normally in society due to a range of thier own factor's (some more credible then other's), or technology increasing in such a way that an online society becomes far more practical then even one based outside of it.

    There you go I guess, hope it helps...and those are really just opinion's. Hope you do well on your paper, mind if I ask what class this was for? I'm curious to see what section of study would be asking these type's of question to it's students. (Sorry for any spelling/gramatical errors)

    It's a good day to beleive
    image

  • VirtualBillVirtualBill Member Posts: 3


    Originally posted by Whiteknight

    Originally posted by VirtualBill
    Hi,

    I am doing a college research project on MMORPGs. I'm in need of some information, I just need to ask a couple of questions and your answers to them. Basically, I am studying the future of online gaming and how they will impact the future of human interaction over the internet. I'd greatly appriate anyone who answers these questions as it will help me with the presentation and over all project.

    1. What place do you think online gaming has in American culture and society today?

    2. What would be the perfect online gaming platform? Please describe in detail.

    3. What are your views on the idea of a Metaverse and how do you view social virtual worlds?

    4. How many "hard-core" online games have you played and how many "virtual worlds" have you perticipated in?

    5. Do you see "hard-core" MMORPGs being around in the next 15 years? If so why or why not?

    6. In the future do you think social online worlds such as There and Second Life will have a place in society?

    Thanks in advance!



    While the above posters do have a good point in the fact that the questions given are very very broad, that could mean that less work is required on each subject and more focus should be placed on the mix of the subtopics that form the main topic. So I imagine even answering these questions with some answers could provide you with at least some information.

    1) An interesting one, as computer's are very easy to come by in most of American society. Thus, online games are highly acessable, and have the potential to penetrate most (if not all) levels of Modern society. However, in general it can probably be seen as something to do in somone's free time and it's place in society can be broadly figured as a mere hobby such as any other's people do in thier free time. Online gaming can also appeal to most ages as well, but it seems to be more focused around the teens to older generations. As such, the hobby itself can seem to bridge far more people then most free time activities can go, and thus where the potential for infiltration into many sections of society is displayed.

    2) Platform? Would this mean as in the venue by which the game is played or merely the theme of the game itself? If the venue then for now a computer would seem to be the best choice due to it's possability for potentially being upgraded by the user and among other reasons. If you mean the theme of the game, then you really coulden't choose just one. Society in general probably is too broad to be able to focus on a single theme and a lack of individuality would occur possibly, the best bet may be an option to include multiple themes in a single game acessable to all but also the option of those themes being seperate as to avoid confliction. If you meant neither of these...whoops...

    3) Possible? If technology were to advance to make it readily available to all on a global (or possibly at the least a massive scale) then there would seem to be a high probability of it developing due to it's possible uses for more then just a simple society. A metaverse could maybe join with other technologies to provide a person to preform all the tasks done on modern computers and further, communication for one would be the most easily seen addition to a metaverse but also the posability for much more depending on what the technologies of the time have developed into.
        The idea of virtual worlds can be both a good, but very dangerous thing. The ability to manipulate data so easily can make it problematic on terms of security/saftey/identity and etc. However, a virtual society could also contend with many of the problems people are faced with in normal society, mostly those associated with one's appearance/manner/etc. Of course, as stated merely a sentence ago, these could work on the opposite end and mask somone of who they really are and can be the cause of further problems.

    4) Hard core? If by that you mean those on grand scales whom have the most hype and members, I can only guess around a couple short of all (Those ones I haven't played tending to be those of the earlier generation's, and some of the ones I have I only participated in for the first day or two of a demo). Virtual worlds I can say I participated in two, that of SWG and CoH. Swg as a member of one of it's towns, and CoH as a member of an Roleplaying SG.

    5) Probably, unless people manage to find something else to waste thier time on (Not saying I don't too though, nor am I saying it's a bad thing). Or unless something major happens on a scale of which that would prevent people from acessing the technology of which to play MMORPGs. This would be because everyone manages to find free time at some point in thier life, be it a few minutes, a few days, even months or years. MMORPGs can be seen as one of the easier hobbies to be picked up in merely a few minutes if you have the technology, a result of the fact that MMORPGs can be very easy to pick up if a person merely knows how to read and has the ability to operate a computer.

    6) Sure, why not? Social worlds in a virtual style have a great potential to grow and expand, it merely depends on how people are willing to subscribe themselves to a virtual world rather then to reality. It's expansion is most likely going to occur due to the either the general populace losing thier desire to work in the real,  people losing thier ability to function normally in society due to a range of thier own factor's (some more credible then other's), or technology increasing in such a way that an online society becomes far more practical then even one based outside of it.

    There you go I guess, hope it helps...and those are really just opinion's. Hope you do well on your paper, mind if I ask what class this was for? I'm curious to see what section of study would be asking these type's of question to it's students. (Sorry for any spelling/gramatical errors)


    Thanks for taking the time to answer! It should help a little bit. I do need more people to answer tho, at least 6 more people. About your question on what classes this is for. This project is taking place in both Computer Science and Sociology. Last month in Computer Science we were dealing with alot of things such as online gaming and in Sociology we have been studying online societies and things of that nature such as MySpace. So the classes have been merging the past few weeks and this project is what has come of it. I still need to do work on the presentation, we're planning on doing a couple social experiments in a few popular MMORPGs.

    But indeed thanks for your time and answers!

    Hopefully more people can contribute.
  • saydursaydur Member UncommonPosts: 185
    If it's not too much to ask in reply, what university is this course from, and what level (1000/2000/3000/4000/graduate) work is it?  Curious as to what sort of place would suggest questions this broad, and yet touch upon such a relatively new field.  Alright as for your questions


    1. What place do you think online gaming has in American culture and society today?

    It's a solid form of entertainment with an established base.  Millions of people play games, millions of Americans have grown up knowing video games as a part of their life.  It's a little bit nerdy to play too many games, but even a jock knows what Madden on Xbox is, and all too many mothers have complained about "Grand Theft Auto" after mindlessly buying it for their child.

    As the original gamer generation grows older and everyone is at least passingly familiar with video games, it's going to integrate into our entertainment culture as much as television and movies.

    2. What would be the perfect online gaming platform? Please describe in detail.

    Haha, you're asking the impossible here.  I suppose it can be simply summed up with the following.

    Versatility and programmability of a PC.  Varied input device compatibility, ranging from the NES two-button, the keyboard, the detailed model aircraft controls, and the Wii remote, as well as possibility for more input.  Anything solid will have games compatible with it.  Gaming dedicated, so those many gigahertz don't go to waste on Windows rendering, but rather purely into the game.  Online connectivity with easy access to niche communities for talking about and playing games of a chosen type. 

    Those are all nice, I suppose.

    3. What are your views on the idea of a Metaverse and how do you view social virtual worlds?

    We aren't going to hit anything even close to a "metaverse" as it is seen anytime soon.  Second Life is about as far as it's going to get for a while.  A virtual world will only grow as far as interested players will code for it.  Since coding is time-consuming and detailed work that requires actual skill, this cuts out the interest of most people.

    As it is, social virtual worlds are more important for the social aspect than the virtual world aspect.  Adding visual representation of avatars is nifty and personalizing, but beyond that, it's unlikely to get anywhere worthwhile.

    4. How many "hard-core" online games have you played and how many "virtual worlds" have you perticipated in?

    I've been gaming since the Reagan years.  Let's just say the numbers run together after a while.  Rough estimate, I've played a few dozen "hard-core" online games, and participated in...  Depending on how you define virtual world with at least some form of "avatar" or personal customization, I think it'd be fair to say about one hundred.  For those I spent any appreciable amount of time in (More than a week of regular visits, perhaps?), I'd say more like twenty to twenty-five.

    5. Do you see "hard-core" MMORPGs being around in the next 15 years? If so why or why not?

    Yes, although not in the form you might think.  MMOs as we know them may exist in 15 years.  They likely will, at least a few of them.  However, what will be the mainstream of MMO gaming will be quite different.  Fifteen years ago, we couldn't predict half of what video games had in store for us today, but a few bits and pieces were clear enough.  There will be massive multiplayer online games that involve people playing 8-12 hours a day though, I'd guarantee it like George Zimmer.  There's always going to be people who enjoy mind-numbing simple tasks in a rat race to come out on top in some world or another, where they can be king of the social circle, even if it's amongst obsessed fans and they're nothing in the real world.  In fact, being nothing in the real world is a great way to encourage this, and there's always going to be "nothings" in the real world.  So, there'll also be plenty of room for MMO fanatics.

    6. In the future do you think social online worlds such as There and Second Life will have a place in society?

    Of course.  I doubt it'll be quite as open and large as the internet itself has become, but we'll see more people accepting the idea as it grows larger, world creation becomes easier and more detailed, and the social gamers become more and more prevalent.  Still, while gamers are a major part of society, it's casual gaming which has taken over so deeply.  Virtual worlds might become widespread, but they'll suffer from a lack of depth in return.

    Take what you will from that, although my writing style ill lends itself to quoting at times. 


  • DomoclusDomoclus Member Posts: 28
    Hehe, just make sure your college level research paper doesn't contain as many typos as your initial request post. And don't forget to perform some statistical analysis of the responses that you get, to be certain that they adequately represent the opinion of the gamers population in the U.S., or in a particular time zone, or whatever population group your research is aimed at. And... ah, forget it, just copy paste two or three replies from this thread into your paper, add a quick introduction section, and ye're all set

    P.S. And please don't label me a snob or something, for I understand the difference between casual chatting online and coming up with a public request for an assistance with a formal affair, without bothering to even spell check it first in MS Word.


  • MiNaAuMiNaAu Member Posts: 382

    1. online gaming rules america

    2. do u mean things like PC?

    3. no idea

    4. no such thing

    5. i'll be surprised if some of those developers out there actually know what hard-core means

    6. yes

  • indiindi Member UncommonPosts: 149

    I would make a homepage with polls only, with given answeres people can chose from. I just think that you will gain much more (useful) information this way. For extensive questions just make sure to add enough selections.

    A german student once made such a poll-site for his diploma-thesis which dealed with mmorpgs - he managed to get over 11k volunteers and great statistics this way (for those who wanne know more about this: result of the poll and main site (both german though)).

    However, I don't know what exactly you need for your work. But in case you need the opinions of others only, I highly suggest the use of polls.

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