Start Page


Discussing MMORPG addiction is difficult for several reasons. Many MMORPG players have seen how D&D was stigmatized during the 80's and they view the current trend to brand MMORPGs as dangerous as a contemporary parallel of what happened to D&D. In fact, the recent accusation that EverQuest causes suicides is an exact replay of one line of accusation against D&D two decades ago. It is therefore no surprise why MMORPG players become very defensive when outsiders accuse MMORPGs as being addictive or dangerous with only a few extreme cases as evidence. On certain message boards, the accusations and retorts often degenerate into emotional or unsubstantiated diatribes.

Instead of participating in this polarized debate, the following essay is descriptive rather than prescriptive. Using survey data and anecdotes collected from MMORPG players, the following essay first shows that MMORPG addiction is a very real phenomenon, and then attempts to provide a holistic explanation of MMORPG addiction - in terms of both internal game factors and external personality or situational factors, and shows how the two are intertwined.

Copyright, October 2002, by Nicholas Yee

Everquest addiction, EQ Addiction, Addicted to Everquest, EverQuest Addiction, MMORPG, massively multiplayer role-playing games, MMORPG addiction, addicted to MMORPGs, addicted to EverQuest, addicted to EQ, EQ addiction, understanding MMORPG addiction, the psychology of MMORPGs, the psychology of MMORPG addiction, blaming game, evercrack, why do people get addicted to MMORPGs, getting addicted to everquest, need help everquest addiction, addicted to everquest, need to quit EverQuest, help with quitting EQ, is everquest dangerous, psychology of everquest addiction, obsessed with everquest, obsessed with MMORPGs, virtual worlds, virtual community, virtual communities, virtual constructs, virtual societies, virtual relationships, virtual social networks, online community, online communities, online societies, cyberculture, cyber-culture, relationships in cyberculture, online communication