role is usually understood in sociology, expectations about the behavior expected of a person according to the position. Let me give an example, if someone played the role of a judge, we hope that it will behave the way they behave assume that a judge (just, wise, prudent, objective addition to a dress ... appropriate technical language ...).
I tried to clear a definition as possible, but it's still a complex concept and there are many definitions and perspectives from which to approach it.
speak on social roles in future post: social role definition debate, role play, role changes today, gender roles ... However I will dedicate this post to online RPGs.
online role-playing games are those in which players choose a particular being (whether human or mythological elf, orc, undead ...) which will be from that time in the virtual world corresponding . After this usually players choose a role (a set of characteristics such as profession: Paladin, Warrior, Warlock, amazon ..., skill, choose a character strong, agile, intelligent ... personality: evil, good, chaotic ...) Players will assume a new role in that parallel reality and from that time cease to them to be their character. Players choose characters that sometimes resemble them in reality, but in other cases escogeran jugadoresque not have to do anything to them (eg a murderer without remorse of 1.95 meters and 140 kilos).
There are many worlds and environments differ according to role play, present and future fantastic (city of heroes ...), mean age (Lineage, World of Warcraft, Diablo, but Mu ..)... they all have in common the high incidence of fantastic and mythological component.
But why are so successful online role playing games? There are several explanations, but in my opinion, are a diverse set of variables.
First are a leisure, and therefore a solution to the moments of boredom. Since the advent of new technologies has been possible to develop these games with an infinite quality more (technical, development history, gameplay ...), the first game of the 80's.
younger cohorts have been socialized since childhood to videogames. Who does not remember the first Nintendo, the game boy "brick", the game gear ...). Given the highest quality, these cohorts are now opting for much more preparation games.
some extent have an addictive component. Thanks to goals that are arising in the game, players tend to "hook" and is eager to level up your character to achieve certain object ...
Advertising also plays a role. Generally this type of games are marketed by large multinationals (Blizzard, NCsoft ...), which are not repaired in spending large sums on advertising to get the game becomes fashionable. We consider that to some extent times the consumption of this ode tip meets fashion games.
On the other hand I left for the final explanation interesante.La consider more modern society is a society dehumanized. In postindustrial society, capitalist values \u200b\u200bof individualism, competition ... the community is damaged. The values \u200b\u200bof profit or community group, collective work and cooperation ... disappear. To some extent we desarropados, they teach us to compete against our own classmates, sports ... Therefore, social relations are much smaller, young people "go out less to the streets" and might explain the success of such games as a response to the needs of interaction, socialization, we relate ... humans. This explanation gains much strength in highly individualistic and competitive societies like Japan or Korea, where there are higher rates of addiction to games, even leading to suicide and to force the Government to take measures to force companies limit the hours of play per day allowed. I want to throw a UAI Question: Do you think
truly online role-playing games allow human needs for sociability and play them because they offer a solution to these encesidades? Do you think españoal society can reach the limits of the Japanese or Korean? Which of the explanations often given that you believe is most accurate?
0 comments:
Post a Comment