Sunday, September 19, 2010

RTF 305- Second Blog Assignment

As of December 2008, World of Warcraft was able to boast its record of having 11.8 million monthly subscriptions, securing its spot as the worlds most-subscribed Massively Multiplayer Online Role-Playing Game (MMORPG). Based on the uses and gratifications theory, along with the social learning theory, it is safe to say that World of Warcraft fulfills the needs of its users. Some of the gratifications that are being sought by users that are playing this game are entertainment, social interaction, and possibly even the alleviation of negative feelings.

World of Warcraft is an online multiplayer game in which a user is allowed to make their own character based on a number of different traits, races, and special skills. With this character that they have created, a users limits are nearly endless. A user is allowed to travel this virtual world, trade, battle, train, join a guild, and much more. People have frequently proven that this game has offered them some sort of gratification not just by the number of monthly subscribers, but by how much they have allowed the game to affect their everyday lives- which has neared borderline obsession. World of Warcraft has become a global icon, offering not only the game itself, but also various types of clothing, boardgames, trading card games, and even a comic book.

It is obvious, based on the information above that people are getting some sort of gratification through the use of the game. Many use it just as a source of entertainment, while others use it for social interaction. While playing the game myself, I have come across many different types of players. Many are interested in leveling up their characters, while others are more interested in just making friends. However, I have also come across many players that are so obsessed with the game that they allow it to affect their health, grades, and everyday lives. This can be explained by the social learning theory which states that one of the reasons that a person seeks a type of media is to relieve negative feelings. Many people are unhappy with their lives and feel the need for an escape. World of Warcraft offers that escape, because you are able to be whoever you choose to be in that world. Not to say that I agree that it is a helpful or good option.

As you can see, no matter what a user's specific needs are, World of Warcraft is succeeding is fulfilling that need or gratification for its users, which upholds both the uses and gratifications theory and the social learning theory.

WORLD OF WARCRAFT COMIC BOOK

http://www.videogamesblogger.com/2007/07/24/world-of-warcraft-comic-book-series-revealed-the-adventure-starts-on-november-14th-2007.htm

THE MAKING OF A WORLD OF WARCRAFT CHARACTER

http://wow.zuggaming.com/2008/09/22/death-knight-faqs/

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