Cognitive Social Phenomena

Improved Essays
Massively Multiplayer Online Role-Playing Games (MMORPGs) are referred to as a collection of multiplayer online games that are massively combined. A massive number of players from different parts of the world are in a position to interact with the MMORPGs interface within a specific game without the face-to-face interaction. The social phenomenon provided by the MMORPG devices has enabled gamers to interact with each other on a more intimate level as compared to face-to-face gamers that are more reserved. The purpose of this essay is to answer three distinctive questions about the context of the MMORPG.

Cognitive Social Phenomena
As opined by Cover (2010), the cognitive, social phenomena that occur specifically in the context of the MMORPG
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Sexual predators are on the rise and look for potential victims using the MMORPG. They stalk them and find out everything about them using their sites then attack them (Eck, 2010). It is therefore not wise to share one’s personal information and documenting everything for everyone to see. If not so then it would be wise to keep ones account private whereby only friends can see ones profile.
Although MMORPG can be termed as bad, they can also be good for youths whose parents are too overprotective and do not let them out of the house to socialize with kids their age. They therefore, have an online presence to at least keep up with their friend’s lives even though their parents do not allow them to socialize outside the home. This way, even if they do not have a physical interaction, they have online interaction. Such parents think that the outside world may corrupt their children and hence that is the only way they know how to protect them (Cover, 2010).
To engage players in a MMORPG environment, a gamer designer needs to include an interactive environment, excellent graphics, unique 3-D characters, user-friendly interfaces and a variety of MMORPG’s to choose from, in order to engage
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Something as simple as badmouthing another person online is considered as bullying. Many lives have been ruined because of this with others even going to the extremes of committing suicide. People with low self-esteem are usually the ones that benefit mostly from SNS (Zhang & International Conference on E-Learning and Games, Edutainment, 2010). Here they can create a completely new identity and be the social butterfly that they are not in real life. Youths who frequently use SNS are those that have many friends and get positive reactions on their profiles and wall posts. This suggests that those positive reactions mean that one has a high self-esteem, and people with negative reactions from friends have low self-esteem. Thus, the positive or negative reaction that one experiences helps one in their social

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