This morning I saw the documentary “Second Skin”, an intimate look at three groups of online gamers whose lives have been transformed by virtual worlds. The games in question are MMORPGs, or massively multiplayer online role-playing games; or MMO for short.
MMORPG is not the only new term I learned, there are also: WoW (World of Warcraft), EQ2 (Everquest 2), IRL (in real life), WoWhead (someone who is very interested in World of Warcraft), goldfarmers (business in China, consisting of players for the sole purpose of gathering things to sell to other players) and WoWwidow (lady who loses her man in the game).
Since I had never been interested in video games, this movie blew me away. I thought I was prepared: I heard about these players online, I watched Penny get addicted to “The Big Bang Theory,” I read magazine articles. I was definitely not prepared for how hungry people are for these online games. A new game went on sale and made $ 96 million in one night. That same year, the highest grossing one-day movie was $ 60 million.
When they say they play for sixteen hours straight, they are not kidding. Not only do they play for sixteen hours straight, they don’t take any breaks, whatsoever. There are few bathroom breaks (bottles are used), no sleep breaks, no drinking breaks (Andy takes a cooler and ice), and meal ยูฟ่าเบท breaks should be quick and hand-held. A couple of the profiled players gained more than twenty-five kilos while playing these games.
Even with this obsessive behavior all over the place, the documentary was fair and represented multiple points of view. They didn’t bury these compulsive gamblers as much as they could. In fact, they even showed how online games opened up a whole new world for a child with severe cerebral palsy.
Despite the impartial treatment, I felt almost nauseous as I watched. It was painful to see what this addiction was doing to these players and their families. Even the positive moments, which showed people moving forward in their real lives, turned out to be depressing and pathetic. It was neither credible nor realistic that any of them could actually break free from the game.