Role playing cures the blues
Besides providing low-cost entertainment, online gaming can also help vent frustrations.
The gaming giant Game First International found that many of the Massive Multiplayer Online Role-Playing Games (MMORPG) it hosts, such as World of Warcraft and Wulin Qunxia Zhuan, experienced significant increases in player logins during daytime office hours in the past several months. For instance, the number of Wulin Qunxia Zhuan players online during the low period of 1:00 p.m. to 3:00 p.m. rose from 60,000 at the time of its launch in July to 90,000 by the end of the year, a surprising jump.
Game First public relations specialist Hu Zhiping says that, according to customer service analysis, many of these new daytime players were forced to take unpaid leave or were even victims of layoffs.
"Though they may have received short shrift in the workplace, in the game they might instead be a 'guild master,' leading an attack. By role playing, slaying monsters in an alternate life can give them a sense of accomplishment that they couldn't otherwise gain in real life," says Hu.
On top of this, in the chat channels featured in online games, employees who are having problems at the office can meet other players in similar situations who are facing the same pressures.
WoW player Nikki says she often complains online to other gamers about displeasing topics like working overtime or being too busy at work.
"If I complain to friends or family, they give me well-meaning but anxiety-inducing suggestions, like 'You should cherish your job. Don't complain or you'll be fired.' But what I really need is someone who will listen and not lecture me on what to do. With online anonymity, you can speak your mind more easily. If people share similar experiences, they'll feel, 'So, there are others who are worse off than me; I'm not alone,'" says Nikki.
Though the majority of game makers and gamers agree that online games provide a certain level of emotional healing, Chen points out that some players take the game too seriously, causing themselves new anxieties and problems.
He brings up an example: in 2008, Bahamut Gamer's Community set up a "complaints department" to discuss games. The number of posts voicing complaints has surged upwards. Often these were complaints that teammates didn't work hard enough when killing monsters, bewilderment at how others could have taken loot despite the player's own vigilance, or suspicion that others had hijacked their accounts. Sometimes these evolve into serious infighting.
"Gaming is a recreational activity intended to be an escape from stress. If players cause themselves new problems by taking the games too seriously, then the game loses its original function," says Chen.
This flourishing wave of online gaming is an achievement of these heroes of recessionary times. But the virtual world of gaming is only a relief from pain, and when you're feeling down in the dumps, things will eventually get better with positive thinking. Perhaps this is the true path toward healing.
(left) Popular online game "World of Warcraft" continues to build momentum with its realistic scenes and addictive gameplay.
Wulin Qunxia Zhuan (lower right), set during the turmoil of the last days of the Yuan Dynasty, and TS Online 2 (right), based on the history and legends of the Three Kingdoms period, have recently shown a jump in the population of online players in Taiwan to between 110,000 and 120,000 players, some 20,000 more than during the peak summer playing season.