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Gaming War: Medievalism in Virtual Worlds - Essay Example

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Although Massive Multiplayer Online (Role-Playing) Games (MMOG) seem to reflect particular aspects of the theory of “just war”, some of the rules in Augustine seem to have been changed in these games (Losh 159). One particular rule in Augustine that was changed in the World…
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Gaming War: Medievalism in Virtual Worlds
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Gaming War: Medievalism in Virtual Worlds

Download file to see previous pages... In the writing of Cicero, “It follows that wars should be undertaken for the one purpose of living peaceably without suffering injustice; and once victory is won, those who have not indulged in cruel monstrosities should be spared” (Losh 162). This concept has evolved in MMOG as one of the topmost attractions of these online games is the recurring battles between two war groups. For instance in World of Warcraft, the goal of the players or the game is not to attain peace as “they choose to engage in combat in virtual worlds based on the guarantee of perpetual war” (Losh 162).
The region, regional identity, and history contribute to the differences in these changes in the “just war” theory. For instance, the creation of “Hordes” and “Alliance” in World of Warcraft with different identities and history creates an unending rivalry (Losh 163).
Incorporating discussion about serious global issues in a game like World of Warcraft can actually have an impact. The World of Warcraft and other Massive Multiplayer Online (Role-Playing) Games (MMOG) are no different from social networking sites like Facebook in such a way that they both provide the user the ability to communicate to other users around the world. They also both enable the user to build its own personality through the modification of the user’s page in Facebook or the user’s character in World of Warcraft. The player then uses the character to communicate with other users while playing the game.
In addition, MMOG’s like World of Warcraft have millions of users who connect around the world as quoted in Narrative Environments from Disneyland to World of Warcraft, “The growing appeal of these themes on a mass level cannot be denied; in 2004, the Korean game Ragnarok Online (2002) surpassed 17 million subscribers, and as of this writing, the number of World of Warcraft participants has passed the eight million mark” (Pearce 202). These subscribers of MMOGs are the very same people ...Download file to see next pagesRead More
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