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Leslie Lieman

Q and A: Imagining a Virtual Education Oasis [Interview with novelist Ernest Cline] - 0 views

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    Virtual Education Oasis... humm? Where do you think we will be in 2044? Author Ernest Cline, is interviewed about his novel Ready Player One, where "schools are built like palaces on the violence-free planet Ludus, and students take daytrips through both the Louvre and the human heart. These are but some of the benefits offered by the OASIS, a massive, multiplayer online game where most people in 2044 choose to spend their existence, away from the troubles of the real world. The OASIS combines the scope of a galaxy with the immersion of the Matrix; it is a near-perfect virtual reality."
Parisa Rouhani

Virtually addicted: Weaning Koreans off their wired world - CNN.com - 1 views

  • Cheong is down to playing two or three hours on "Starcraft" and "World of Warcraft" three times a week,
  • The South Korean government estimates that the country has 2 million citizens addicted to the Internet
  • Earlier this month a three-month-old baby girl succumbed to malnutrition while her parents spent 12-hour stretches in an Internet cafĂ© playing the role-playing game Prius Online
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  • 22-year-old man returned to an Internet cafe to continue playing immediately after he murdered his mother, who had complained about his gaming habits. Physical exhaustion after long computer sessions has also caused deaths.
  • Internet addicts will also be offered free software with a timer that shuts down their computers or a "fatigue system" that bores players by making games slower and more difficult
  • Some of the suggested new measures to curb Internet addiction could collide with a gaming market that is expected to be worth $5.5 billion this year with a 17 percent growth rate
  • The companies make their money selling add-ons such as weapons, outfits and special abilities for the online characters.
  • Another novel idea to curb addiction is to punish excessive playing by confiscating gamers' virtual wealth.
  • We are examining various technological directions to prevent excessively continuous game play even for adults, and we are also discussing a special system that will allow children and teenagers to learn a healthy gaming habit,
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    This is an interesting article that speaks to the result of over-engagement. I wonder if this problem is specific to Korea and less so in other countries (if so, what is it about that environment that makes video games so addictive) or if it's only been studied in Korea but could be a similar problem in other parts of the world.
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