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NEW YORK — Role-playing games with an Internet element are so much more captivating than equivalent electronic games that they change users' lives, cutting into their sleep and boosting the time they spend playing, a new study shows.
So-called massively multiplayer online role-playing games, or MMORPGs, have become a huge phenomenon in the game world in the last five years. The largest, "World of Warcraft," has more than 9 million players.
The study by Joshua Smyth, a Syracuse University psychology professor, says one reason for their success is they really suck in players.
Smyth divided 100 student volunteers randomly into four groups. One got tokens to play at a local arcade, a second played the adventure game "Gauntlet: Dark Legacy" on a Sony Corp. PlayStation 2 console and the third played role-playing game "Diablo II" on computers.
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