In what seems like an endless spate of mainstream media hate towards videogames of all shapes and sizes, it's nice to see the International Journal for Science and Tech take a look at how MMORPGs are impacting everyday life for lots of people in a positive way.
Most people probably think of MMORPGs players as hardcore gamers the way we usually picture them: young, mostly male, with little if any social life. In other words, not normal people. Most early players may have had such a profile. These "no life" players, as gamers themselves label them, may still account for a significant part of the population of MMORPGs players.
Yet, with more than 6 million people worldwide -- the equivalent of the population of Finland -- playing "World of Warcraft" (WoW), the most popular of all MMORPGs, online role-playing games are more than the obsession of a few video game addicts. This skyrocketing popularity of MMORPGs was made possible because what they offer is incomparably more valuable than just a game: MMORPGs provide players with a second virtual life, in addition to their real one. Such is the case with a growing number of people around us: white collar employees, school teachers, even company CEOs in real life may hold a second identity as dwarves, sorcerers, or knights in virtual life.