<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8431008902999287644</id><updated>2012-02-16T04:51:00.426-08:00</updated><title type='text'>Videos and Hidden Camera</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://psychowatch.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8431008902999287644/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://psychowatch.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Redwood</name><uri>http://www.blogger.com/profile/18204886912773457866</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>3</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8431008902999287644.post-6340418026584513032</id><published>2008-09-09T08:28:00.000-07:00</published><updated>2008-09-09T08:40:37.146-07:00</updated><title type='text'></title><content type='html'>&lt;h1 style="font-family: times new roman;" class="firstHeading"&gt;Massively multiplayer online role-playing game:&lt;/h1&gt;&lt;br /&gt;&lt;p&gt;A &lt;b&gt;massively multiplayer online role-playing game&lt;/b&gt; (&lt;b&gt;MMORPG&lt;/b&gt;) is a genre of &lt;a href="http://en.wikipedia.org/wiki/Computer_role-playing_game" title="Computer role-playing game"&gt;computer role-playing games&lt;/a&gt; (CRPGs) in which a large number of &lt;a href="http://en.wikipedia.org/wiki/Player_%28game%29" title="Player (game)"&gt;players&lt;/a&gt; interact with one another in a &lt;a href="http://en.wikipedia.org/wiki/Virtual_world" title="Virtual world"&gt;virtual world&lt;/a&gt;. The term MMORPG was coined by &lt;a href="http://en.wikipedia.org/wiki/Richard_Garriott" title="Richard Garriott"&gt;Richard Garriott&lt;/a&gt;, the creator of &lt;a href="http://en.wikipedia.org/wiki/Ultima_Online" title="Ultima Online"&gt;Ultima Online&lt;/a&gt;, the game credited with popularizing the genre in 1997.&lt;sup id="cite_ref-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-0" title=""&gt;[1]&lt;/a&gt;&lt;/sup&gt;&lt;sup id="cite_ref-1" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-1" title=""&gt;[2]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;As in all &lt;a href="http://en.wikipedia.org/wiki/Role-playing_game" title="Role-playing game"&gt;RPGs&lt;/a&gt;, players assume the role of a &lt;a href="http://en.wikipedia.org/wiki/Fictional_character" title="Fictional character"&gt;fictional character&lt;/a&gt; (often in a &lt;a href="http://en.wikipedia.org/wiki/Fantasy_world" title="Fantasy world"&gt;fantasy world&lt;/a&gt;),&lt;sup id="cite_ref-MMORPG_blog.3F_2-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG_blog.3F-2" title=""&gt;[3]&lt;/a&gt;&lt;/sup&gt; and take control over many of that character's actions.&lt;sup id="cite_ref-MMORPG.3F_3-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG.3F-3" title=""&gt;[4]&lt;/a&gt;&lt;/sup&gt; MMORPGs are distinguished from single-player or small multi-player CRPGs by the number of players, and by the game's &lt;a href="http://en.wikipedia.org/wiki/Persistent_world" title="Persistent world"&gt;persistent world&lt;/a&gt;, usually hosted by the game's &lt;a href="http://en.wikipedia.org/wiki/Video_game_publisher" title="Video game publisher"&gt;publisher&lt;/a&gt;, which continues to exist and evolve while the player is away from the game.&lt;/p&gt; &lt;p&gt;MMORPGs are very popular throughout the world.&lt;sup id="cite_ref-subscribers_4-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-subscribers-4" title=""&gt;[5]&lt;/a&gt;&lt;/sup&gt; Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005,&lt;sup id="cite_ref-revenue_5-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-revenue-5" title=""&gt;[6]&lt;/a&gt;&lt;/sup&gt; and Western revenues exceeded US$1 billion in 2006.&lt;sup id="cite_ref-6" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-6" title=""&gt;[7]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;h2&gt;&lt;span class="mw-headline"&gt;Common features&lt;/span&gt;&lt;/h2&gt; &lt;p&gt;Although modern MMORPGs sometimes differ dramatically from their antecedents, many of them share some basic characteristics. These include common themes, some form of progression, social interaction within the game, in-game culture, and system architecture.&lt;/p&gt;&lt;h3&gt;&lt;span class="mw-headline"&gt;Themes&lt;/span&gt;&lt;/h3&gt; &lt;p&gt;The majority of popular MMORPGs are based on traditional &lt;a href="http://en.wikipedia.org/wiki/Fantasy" title="Fantasy"&gt;fantasy&lt;/a&gt; themes, often occurring in an in-game universe comparable to that of &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Dungeons_%26_Dragons" title="Dungeons &amp;amp; Dragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;&lt;/i&gt;.&lt;sup id="cite_ref-MMORPG_blog.3F_2-1" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG_blog.3F-2" title=""&gt;[3]&lt;/a&gt;&lt;/sup&gt; Some employ hybrid themes that either merge or substitute fantasy elements with those of &lt;a href="http://en.wikipedia.org/wiki/Science_fiction" title="Science fiction"&gt;science fiction&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Sword_and_sorcery" title="Sword and sorcery"&gt;sword and sorcery&lt;/a&gt;, or &lt;a href="http://en.wikipedia.org/wiki/Crime_fiction" title="Crime fiction"&gt;crime fiction&lt;/a&gt;. Still others use more obscure themes, including &lt;a href="http://en.wikipedia.org/wiki/American_comic_books" title="American comic books" class="mw-redirect"&gt;American comic books&lt;/a&gt;, the &lt;a href="http://en.wikipedia.org/wiki/Occult" title="Occult"&gt;occult&lt;/a&gt;, and other recognizable literary &lt;a href="http://en.wikipedia.org/wiki/Genres" title="Genres" class="mw-redirect"&gt;genres&lt;/a&gt;.&lt;sup id="cite_ref-MMORPG_blog.3F_2-2" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG_blog.3F-2" title=""&gt;[3]&lt;/a&gt;&lt;/sup&gt; Often these elements are developed using similar tasks and scenarios involving &lt;a href="http://en.wikipedia.org/wiki/Quest_%28gaming%29" title="Quest (gaming)"&gt;quests&lt;/a&gt;,&lt;sup id="cite_ref-MMORPG_blog.3F_2-3" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG_blog.3F-2" title=""&gt;[3]&lt;/a&gt;&lt;/sup&gt; &lt;a href="http://en.wikipedia.org/wiki/Mob_%28computer_gaming%29" title="Mob (computer gaming)"&gt;monsters&lt;/a&gt;, and &lt;a href="http://en.wikipedia.org/wiki/Looting_%28gaming%29" title="Looting (gaming)"&gt;loot&lt;/a&gt;. As the MMORPG genre matures, and the search for new consumer niches continues, this variety can only be expected to diversify.&lt;/p&gt;&lt;h3&gt;&lt;span class="mw-headline"&gt;Progression&lt;/span&gt;&lt;/h3&gt; &lt;div class="thumb tright"&gt; &lt;div class="thumbinner" style="width: 262px;"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:Eq2_level_60_mount.jpg" class="image" title="A highly progressed character from EverQuest 2, with mount."&gt;&lt;img alt="A highly progressed character from EverQuest 2, with mount." src="http://upload.wikimedia.org/wikipedia/en/thumb/5/56/Eq2_level_60_mount.jpg/260px-Eq2_level_60_mount.jpg" class="thumbimage" border="0" height="195" width="260" /&gt;&lt;/a&gt; &lt;div class="thumbcaption"&gt; &lt;div class="magnify"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:Eq2_level_60_mount.jpg" class="internal" title="Enlarge"&gt;&lt;img src="http://en.wikipedia.org/skins-1.5/common/images/magnify-clip.png" alt="" height="11" width="15" /&gt;&lt;/a&gt;&lt;/div&gt; A highly progressed character from &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/EverQuest_2" title="EverQuest 2" class="mw-redirect"&gt;EverQuest 2&lt;/a&gt;&lt;/i&gt;, with mount.&lt;/div&gt; &lt;/div&gt; &lt;/div&gt; &lt;p&gt;In nearly all MMORPGs, the development of the player's character is a primary goal.&lt;sup id="cite_ref-MMORPG_blog.3F_2-4" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG_blog.3F-2" title=""&gt;[3]&lt;/a&gt;&lt;/sup&gt; Many MMORPGs feature a character progression system in which players earn &lt;a href="http://en.wikipedia.org/wiki/Experience_points" title="Experience points" class="mw-redirect"&gt;experience points&lt;/a&gt; for their actions and use those points to reach character "levels", which makes them better at whatever they do.&lt;sup id="cite_ref-MMORPG_blog.3F_2-5" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG_blog.3F-2" title=""&gt;[3]&lt;/a&gt;&lt;/sup&gt; Traditionally, combat with &lt;a href="http://en.wikipedia.org/wiki/Mob_%28computer_gaming%29" title="Mob (computer gaming)"&gt;monsters&lt;/a&gt; and completing quests for &lt;a href="http://en.wikipedia.org/wiki/Non-player_character" title="Non-player character"&gt;NPCs&lt;/a&gt;, either alone or in groups, is the primary way to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many titles, and again, this is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the &lt;a href="http://en.wikipedia.org/wiki/Level_treadmill" title="Level treadmill" class="mw-redirect"&gt;level treadmill&lt;/a&gt;,&lt;sup id="cite_ref-MMORPG_blog.3F_2-6" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG_blog.3F-2" title=""&gt;[3]&lt;/a&gt;&lt;/sup&gt; or 'grinding'. The role-playing game &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Progress_Quest" title="Progress Quest"&gt;Progress Quest&lt;/a&gt;&lt;/i&gt; was created as a parody of this trend.&lt;/p&gt; &lt;p&gt;Also, traditional in the genre is the eventual demand on players to team up with others in order to progress at the optimal rate. This sometimes forces players to change their real-world schedules in order to "keep up" within the game-world.&lt;/p&gt;&lt;h3&gt;&lt;span class="mw-headline"&gt;Social Interaction&lt;/span&gt;&lt;/h3&gt; &lt;dl&gt;&lt;dd&gt; &lt;div class="noprint relarticle mainarticle"&gt;&lt;i&gt;Main article: &lt;a href="http://en.wikipedia.org/wiki/Social_Interaction_via_MMORPGs" title="Social Interaction via MMORPGs" class="mw-redirect"&gt;Social Interaction via MMORPGs&lt;/a&gt;&lt;/i&gt;&lt;/div&gt; &lt;/dd&gt;&lt;/dl&gt; &lt;p&gt;MMORPGs always allow players to communicate with one another. Depending on the other interactions allowed by the game, other social expectations will be present.&lt;/p&gt; &lt;p&gt;Many MMORPGs exploit their players' social skills and offer support for in-game &lt;a href="http://en.wikipedia.org/wiki/Clan_%28computer_gaming%29" title="Clan (computer gaming)"&gt;guilds &lt;span style="color: black;"&gt;or&lt;/span&gt; clans&lt;/a&gt; (though these will usually form whether the game supports them or not).&lt;sup id="cite_ref-MMORPG_blog.3F_2-7" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG_blog.3F-2" title=""&gt;[3]&lt;/a&gt;&lt;/sup&gt; As a result, many players will find themselves as either a member or a leader of such a group after playing an MMORPG for some time. These organizations will likely have further expectations for their members (such as intra-guild assistance).&lt;/p&gt; &lt;p&gt;Even if players never join a formal group, they are still usually expected to be a part of a small &lt;a href="http://en.wikipedia.org/wiki/Team" title="Team"&gt;team&lt;/a&gt; during game play, and will probably be expected to carry out a specialized role. In combat-based MMORPGs, usual roles include the "&lt;a href="http://en.wikipedia.org/wiki/Tank_%28computer_gaming%29" title="Tank (computer gaming)"&gt;tank&lt;/a&gt;", a character who absorbs enemy blows and protects other members of the team, the "&lt;a href="http://en.wikipedia.org/wiki/Healer_%28computer_gaming%29" title="Healer (computer gaming)" class="mw-redirect"&gt;healer&lt;/a&gt;", a character responsible for keeping up the health of the party,&lt;sup id="cite_ref-MMORPG_blog_roles_7-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG_blog_roles-7" title=""&gt;[8]&lt;/a&gt;&lt;/sup&gt; the "DPS (Damage Per Second)," a character specializing in inflicting damage, and sometimes the "CC (Crowd Control)," a character who temporarily controls the opponent, such as the "&lt;a href="http://en.wikipedia.org/wiki/NPC" title="NPC"&gt;NPC&lt;/a&gt;" (Non-Player Character), and making the opponent lose its control of actions and abilities. Other common roles include being a dedicated "&lt;a href="http://en.wikipedia.org/wiki/Buff_%28MMORPG_terminology%29" title="Buff (MMORPG terminology)" class="mw-redirect"&gt;buffer&lt;/a&gt;" or "debuffer", using abilities that affect the team or the opponents in other ways. Any given MMORPG might allow players to take on all of these roles, additional hybrid roles, or none of them. Despite the variability, some players might enjoy one role over others and continue to play it through many different MMORPG titles.&lt;/p&gt; &lt;p&gt;Some MMORPGs also may expect players to &lt;a href="http://en.wikipedia.org/wiki/Roleplay" title="Roleplay" class="mw-redirect"&gt;roleplay&lt;/a&gt; their characters – that is, to speak and act in the way their character would act, even if it means shying away from other goals such as wealth or experience. However, as this behavior is far from being the norm, most MMORPG players never actually play the roles of their characters.&lt;sup id="cite_ref-NO_RP_8-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-NO_RP-8" title=""&gt;[9]&lt;/a&gt;&lt;/sup&gt; Still, MMORPGs may offer "RP-only" servers for those who wish to immerse themselves in the game in this way.&lt;/p&gt; &lt;p&gt;MMORPG's generally have Game Moderators or Game Masters (frequently abbreviated to GM), which may be paid employees or unpaid volunteers who attempt to supervise the world. Some GMs may have additional access to features and information related to the game that are not available to other players and roles.&lt;/p&gt; &lt;p&gt;&lt;a name="Culture" id="Culture"&gt;&lt;/a&gt;&lt;/p&gt; &lt;h3&gt;&lt;span class="editsection"&gt;[&lt;a href="http://en.wikipedia.org/w/index.php?title=Massively_multiplayer_online_role-playing_game&amp;amp;action=edit&amp;amp;section=5" title="Edit section: Culture"&gt;edit&lt;/a&gt;]&lt;/span&gt; &lt;span class="mw-headline"&gt;Culture&lt;/span&gt;&lt;/h3&gt; &lt;p&gt;Since MMORPGs have so many elements in common, and those elements are experienced by so many people, a common culture of MMORPGs has developed which exists in addition to the culture present within any given game. For example, since MMORPGs often feature many different character "classes", the games must be balanced in order to be fair to all players, and this has led players of many games to expect "Buffing" or "De-Buffing", which is a term describing the strengthening or weakening of a subset of players, respectively.&lt;/p&gt; &lt;p&gt;As another example, in many older MMORPGs the fastest way to progress was simply by killing the same monsters over and over again, and as this is still common in the genre all MMORPG players know the process as "&lt;a href="http://en.wikipedia.org/wiki/Grind_%28gaming%29" title="Grind (gaming)"&gt;grinding&lt;/a&gt;". The importance of grinding in MMORPGs, and how much "fun" it contributes to the experience, is constantly debated.&lt;/p&gt; &lt;p&gt;&lt;a href="http://en.wikipedia.org/wiki/Video_game_addiction" title="Video game addiction"&gt;MMORPG addiction&lt;/a&gt;, which has been a source of concern for parents,&lt;sup id="cite_ref-9" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-9" title=""&gt;[10]&lt;/a&gt;&lt;/sup&gt; also affects the culture. Some players might look down on those who invest huge amounts of time into a game, while others might scorn those who can't put in the time to "play properly."&lt;/p&gt; &lt;p&gt;&lt;a name="System_architecture" id="System_architecture"&gt;&lt;/a&gt;&lt;/p&gt; &lt;h3&gt;&lt;span class="editsection"&gt;[&lt;a href="http://en.wikipedia.org/w/index.php?title=Massively_multiplayer_online_role-playing_game&amp;amp;action=edit&amp;amp;section=6" title="Edit section: System architecture"&gt;edit&lt;/a&gt;]&lt;/span&gt; &lt;span class="mw-headline"&gt;System architecture&lt;/span&gt;&lt;/h3&gt; &lt;p&gt;Most MMORPGs are deployed using a &lt;a href="http://en.wikipedia.org/wiki/Client-server" title="Client-server"&gt;client-server&lt;/a&gt; system architecture. The software that generates and persists the "world" runs continuously on a server, and players connect to it via client software. The client software may provide access to the entire playing world, or further 'expansions' may be required to be purchased to allow access to certain areas of the game. &lt;a href="http://en.wikipedia.org/wiki/Everquest" title="Everquest" class="mw-redirect"&gt;Everquest&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/World_of_Warcraft" title="World of Warcraft"&gt;World of Warcraft&lt;/a&gt; are two examples of games that use such a format. Players generally must purchase the client software for a one-time fee, although an increasing trend is for MMORPGs to work using pre-existing "thin" clients, such as a web browser.&lt;/p&gt; &lt;p&gt;Some MMORPGs require payment of a monthly subscription to play. By nature, "&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer" title="Massively multiplayer" class="mw-redirect"&gt;massively multiplayer&lt;/a&gt;" games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development.&lt;/p&gt; &lt;p&gt;Depending on the number of players and the system architecture, a MMORPG might actually be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another. In many MMORPGs the number of players in one world is often limited to around a few thousands, but a notable example of the opposite is &lt;a href="http://en.wikipedia.org/wiki/EVE_Online" title="EVE Online" class="mw-redirect"&gt;EVE Online&lt;/a&gt; which accommodated around 20,000 players in the same world as of August 2007 and 41,690 users online in December 2007.&lt;sup id="cite_ref-10" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-10" title=""&gt;[11]&lt;/a&gt;&lt;/sup&gt; Some games allow characters to appear on any world, but not simultaneously, others limit each character to the world in which it was created.&lt;/p&gt; &lt;p&gt;&lt;a name="History" id="History"&gt;&lt;/a&gt;&lt;/p&gt; &lt;h2&gt;&lt;span class="editsection"&gt;[&lt;a href="http://en.wikipedia.org/w/index.php?title=Massively_multiplayer_online_role-playing_game&amp;amp;action=edit&amp;amp;section=7" title="Edit section: History"&gt;edit&lt;/a&gt;]&lt;/span&gt; &lt;span class="mw-headline"&gt;History&lt;/span&gt;&lt;/h2&gt; &lt;div class="thumb tright"&gt; &lt;div class="thumbinner" style="width: 262px;"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:MUDscreen.jpg" class="image" title="MUD, an early multi-user roleplaying game"&gt;&lt;img alt="MUD, an early multi-user roleplaying game" src="http://upload.wikimedia.org/wikipedia/en/thumb/a/ad/MUDscreen.jpg/260px-MUDscreen.jpg" class="thumbimage" border="0" height="130" width="260" /&gt;&lt;/a&gt; &lt;div class="thumbcaption"&gt; &lt;div class="magnify"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:MUDscreen.jpg" class="internal" title="Enlarge"&gt;&lt;img src="http://en.wikipedia.org/skins-1.5/common/images/magnify-clip.png" alt="" height="11" width="15" /&gt;&lt;/a&gt;&lt;/div&gt; &lt;a href="http://en.wikipedia.org/wiki/MUD" title="MUD"&gt;MUD&lt;/a&gt;, an early multi-user roleplaying game&lt;/div&gt; &lt;/div&gt; &lt;/div&gt; &lt;dl&gt;&lt;dd&gt; &lt;div class="noprint relarticle mainarticle"&gt;&lt;i&gt;Main article: &lt;a href="http://en.wikipedia.org/wiki/History_of_massively_multiplayer_online_role-playing_games" title="History of massively multiplayer online role-playing games" class="mw-redirect"&gt;History of massively multiplayer online role-playing games&lt;/a&gt;&lt;/i&gt;&lt;/div&gt; &lt;/dd&gt;&lt;/dl&gt; &lt;p&gt;Although MMORPGs, as defined today, have only existed since the early 1990s,&lt;sup id="cite_ref-MMORPG.3F_3-1" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG.3F-3" title=""&gt;[4]&lt;/a&gt;&lt;/sup&gt; all MMORPGs can trace a lineage back to the earliest multi-user games which started appearing in the late 1970s.&lt;sup id="cite_ref-MMORPG.3F_3-2" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-MMORPG.3F-3" title=""&gt;[4]&lt;/a&gt;&lt;/sup&gt; The first of these was &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Mazewar" title="Mazewar" class="mw-redirect"&gt;Mazewar&lt;/a&gt;&lt;/i&gt;, though more would soon be developed for the &lt;a href="http://en.wikipedia.org/wiki/PLATO_system" title="PLATO system" class="mw-redirect"&gt;PLATO system&lt;/a&gt;.&lt;sup id="cite_ref-Koster.27s_Timeline_11-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-Koster.27s_Timeline-11" title=""&gt;[12]&lt;/a&gt;&lt;/sup&gt; 1984 saw a &lt;a href="http://en.wikipedia.org/wiki/Roguelike" title="Roguelike"&gt;Roguelike&lt;/a&gt; (semi-graphical) multi-user game, called &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Islands_of_Kesmai" title="Islands of Kesmai"&gt;Islands of Kesmai&lt;/a&gt;&lt;/i&gt;.&lt;sup id="cite_ref-Koster.27s_Timeline_11-1" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-Koster.27s_Timeline-11" title=""&gt;[12]&lt;/a&gt;&lt;/sup&gt; The first "truly" graphical multi-user RPG was &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Neverwinter_Nights_%28AOL_game%29" title="Neverwinter Nights (AOL game)"&gt;Neverwinter Nights&lt;/a&gt;&lt;/i&gt;, which was delivered through &lt;a href="http://en.wikipedia.org/wiki/America_Online" title="America Online" class="mw-redirect"&gt;America Online&lt;/a&gt; in 1991 and was personally championed by AOL President &lt;a href="http://en.wikipedia.org/wiki/Steve_Case" title="Steve Case"&gt;Steve Case&lt;/a&gt;.&lt;sup id="cite_ref-Koster.27s_Timeline_11-2" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-Koster.27s_Timeline-11" title=""&gt;[12]&lt;/a&gt;&lt;/sup&gt; Other early proprietary graphical MMORPGs include three on &lt;a href="http://en.wikipedia.org/wiki/The_Sierra_Network" title="The Sierra Network" class="mw-redirect"&gt;The Sierra Network&lt;/a&gt;: &lt;a href="http://en.wikipedia.org/wiki/The_Shadow_of_Yserbius" title="The Shadow of Yserbius"&gt;The Shadow of Yserbius&lt;/a&gt; in 1992, &lt;i&gt;The Fates of Twinion&lt;/i&gt; in 1993, and &lt;a href="http://en.wikipedia.org/wiki/The_Ruins_of_Cawdor" title="The Ruins of Cawdor"&gt;The Ruins of Cawdor&lt;/a&gt; in 1995.&lt;/p&gt; &lt;p&gt;When &lt;a href="http://en.wikipedia.org/wiki/National_Science_Foundation_Network" title="National Science Foundation Network"&gt;NSFNET&lt;/a&gt; restrictions were lifted in 1995, the Internet was opened up to developers, which allowed for the first really "massive" titles. The first success after this point was &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Meridian_59" title="Meridian 59"&gt;Meridian 59&lt;/a&gt;&lt;/i&gt;, which also featured first-person 3D graphics,&lt;sup id="cite_ref-12" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-12" title=""&gt;[13]&lt;/a&gt;&lt;/sup&gt; although &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/The_Realm_Online" title="The Realm Online"&gt;The Realm Online&lt;/a&gt;&lt;/i&gt; appeared nearly simultaneously and may be credited with bringing the genre to a wider player-base.&lt;sup id="cite_ref-Koster.27s_Timeline_11-3" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-Koster.27s_Timeline-11" title=""&gt;[12]&lt;/a&gt;&lt;/sup&gt; &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Ultima_Online" title="Ultima Online"&gt;Ultima Online&lt;/a&gt;&lt;/i&gt;, released in 1997, may be credited with first popularizing the genre,&lt;sup id="cite_ref-Koster.27s_Timeline_11-4" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-Koster.27s_Timeline-11" title=""&gt;[12]&lt;/a&gt;&lt;/sup&gt; though &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Nexus:_The_Kingdom_of_the_Winds" title="Nexus: The Kingdom of the Winds"&gt;Nexus: The Kingdom of the Winds&lt;/a&gt;&lt;/i&gt; was primarily responsible for mainstream attention throughout Asia which was released in 1996, about a year earlier than Ultima Online. It was &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/EverQuest" title="EverQuest"&gt;EverQuest&lt;/a&gt;&lt;/i&gt; that brought MMORPGs to the mainstream in the West.&lt;sup id="cite_ref-Koster.27s_Timeline_11-5" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-Koster.27s_Timeline-11" title=""&gt;[12]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;These early titles' financial success has ensured competition in the genre since that time. MMORPG titles now exist on &lt;a href="http://en.wikipedia.org/wiki/Video_game_console" title="Video game console"&gt;consoles&lt;/a&gt; and in new settings, and their players enjoy higher-quality gameplay. The current market for MMORPGs has &lt;a href="http://en.wikipedia.org/wiki/Blizzard" title="Blizzard"&gt;Blizzard&lt;/a&gt;'s &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/World_of_Warcraft" title="World of Warcraft"&gt;World of Warcraft&lt;/a&gt;&lt;/i&gt; dominating as the largest pay-to-play MMORPG&lt;sup id="cite_ref-13" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-13" title=""&gt;[14]&lt;/a&gt;&lt;/sup&gt;, alongside earlier such titles like &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Final_Fantasy_XI" title="Final Fantasy XI"&gt;Final Fantasy XI&lt;/a&gt;&lt;/i&gt; and &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Phantasy_Star_Online" title="Phantasy Star Online"&gt;Phantasy Star Online&lt;/a&gt;&lt;/i&gt;, though an additional market exists for &lt;a href="http://en.wikipedia.org/wiki/Free-to-play" title="Free-to-play"&gt;free-to-play&lt;/a&gt; MMORPGs, which are supported by advertising and purchases of in-game items. This free-to-play model is particularly common in &lt;a href="http://en.wikipedia.org/wiki/Korea" title="Korea"&gt;Korean&lt;/a&gt; MMORPGs such as &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/MapleStory" title="MapleStory"&gt;MapleStory&lt;/a&gt;&lt;/i&gt; and &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Rohan:_Blood_Feud" title="Rohan: Blood Feud"&gt;Rohan: Blood Feud&lt;/a&gt;&lt;/i&gt;. One exception, however, is &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Guild_Wars" title="Guild Wars" class="mw-redirect"&gt;Guild Wars&lt;/a&gt;&lt;/i&gt;, which avoids competition with other MMORPGs by only requiring the initial purchase of the game to play.&lt;/p&gt; &lt;p&gt;&lt;a name="Psychology" id="Psychology"&gt;&lt;/a&gt;&lt;/p&gt; &lt;h2&gt;&lt;span class="editsection"&gt;[&lt;a href="http://en.wikipedia.org/w/index.php?title=Massively_multiplayer_online_role-playing_game&amp;amp;action=edit&amp;amp;section=8" title="Edit section: Psychology"&gt;edit&lt;/a&gt;]&lt;/span&gt; &lt;span class="mw-headline"&gt;Psychology&lt;/span&gt;&lt;/h2&gt; &lt;p&gt;Since the interactions between MMORPG players are real, even if the environments are virtual, &lt;a href="http://en.wikipedia.org/wiki/Psychologist" title="Psychologist"&gt;psychologists&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Sociologist" title="Sociologist" class="mw-redirect"&gt;sociologists&lt;/a&gt; are able to use MMORPGs as tools for academic research. &lt;a href="http://en.wikipedia.org/wiki/Sherry_Turkle" title="Sherry Turkle"&gt;Sherry Turkle&lt;/a&gt;, a clinical psychologist, has conducted interviews with computer users including game-players. Turkle found that many people have expanded their emotional range by exploring the many different roles (including gender identities) that MMORPGs allow a person to explore.&lt;sup id="cite_ref-turkle_14-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-turkle-14" title=""&gt;[15]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://en.wikipedia.org/wiki/Nick_Yee" title="Nick Yee"&gt;Nick Yee&lt;/a&gt; has surveyed more than 35,000 MMORPG players over the past few years, focusing on psychological and sociological aspects of these games. Recent findings included that 15% of players become a guild-leader at one time or another, but most generally find the job tough and thankless;&lt;sup id="cite_ref-yee1_15-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-yee1-15" title=""&gt;[16]&lt;/a&gt;&lt;/sup&gt; and that players spend a considerable amount of time (often a third of their total time investment) doing things that are external to gameplay but part of the &lt;a href="http://en.wikipedia.org/wiki/Metagame" title="Metagame" class="mw-redirect"&gt;metagame&lt;/a&gt;.&lt;sup id="cite_ref-yee2_16-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-yee2-16" title=""&gt;[17]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;Many players report that the emotions they feel while playing an MMORPG are very strong, to the extent that 8.7% of male and 23.2% of female players in a statistical study have had an online wedding.&lt;sup id="cite_ref-17" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-17" title=""&gt;[18]&lt;/a&gt;&lt;/sup&gt; Other researchers have found that the enjoyment of a game is directly related to the social organization of a game, ranging from brief encounters between players to highly organized play in structured groups.&lt;sup id="cite_ref-nardi_harris_18-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-nardi_harris-18" title=""&gt;[19]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://en.wikipedia.org/wiki/Richard_Bartle" title="Richard Bartle"&gt;Richard Bartle&lt;/a&gt; has classified multiplayer RPG-players into four primary psychological groups. His classifications were then expanded upon by Erwin Andreasen, who developed the concept into the thirty-question &lt;a href="http://en.wikipedia.org/wiki/Bartle_Test" title="Bartle Test"&gt;Bartle Test&lt;/a&gt; that helps players determine which category they are associated with. With over 200,000 test responses as of 2006, this is perhaps the largest ongoing survey of multiplayer game players.&lt;sup id="cite_ref-bartletest_19-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-bartletest-19" title=""&gt;[20]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;In &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/World_of_Warcraft" title="World of Warcraft"&gt;World of Warcraft&lt;/a&gt;&lt;/i&gt;, a programming glitch attracted the attention of psychologists and epidemiologists across North America, when the "&lt;a href="http://en.wikipedia.org/wiki/Corrupted_Blood" title="Corrupted Blood"&gt;Corrupted Blood&lt;/a&gt;" ability of a monster began to spread unintentionally into the wider game world. The Center for Disease Control used the incident as a research model to chart both the progression of a disease, and the potential human response to large-scale epidemic infection.&lt;sup id="cite_ref-CDCP_20-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-CDCP-20" title=""&gt;[21]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;&lt;a name="Economics" id="Economics"&gt;&lt;/a&gt;&lt;/p&gt; &lt;h2&gt;&lt;span class="editsection"&gt;[&lt;a href="http://en.wikipedia.org/w/index.php?title=Massively_multiplayer_online_role-playing_game&amp;amp;action=edit&amp;amp;section=9" title="Edit section: Economics"&gt;edit&lt;/a&gt;]&lt;/span&gt; &lt;span class="mw-headline"&gt;Economics&lt;/span&gt;&lt;/h2&gt; &lt;dl&gt;&lt;dd&gt;&lt;span class="boilerplate seealso"&gt;&lt;i&gt;See also: &lt;a href="http://en.wikipedia.org/wiki/Real-money_trading" title="Real-money trading" class="mw-redirect"&gt;Real-money trading&lt;/a&gt;&lt;/i&gt;&lt;/span&gt;&lt;/dd&gt;&lt;/dl&gt; &lt;div class="thumb tright"&gt; &lt;div class="thumbinner" style="width: 282px;"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:Evemarketscreen.png" class="image" title="A user browsing the market for items in EVE Online"&gt;&lt;img alt="A user browsing the market for items in EVE Online" src="http://upload.wikimedia.org/wikipedia/en/thumb/0/0a/Evemarketscreen.png/280px-Evemarketscreen.png" class="thumbimage" border="0" height="224" width="280" /&gt;&lt;/a&gt; &lt;div class="thumbcaption"&gt; &lt;div class="magnify"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:Evemarketscreen.png" class="internal" title="Enlarge"&gt;&lt;img src="http://en.wikipedia.org/skins-1.5/common/images/magnify-clip.png" alt="" height="11" width="15" /&gt;&lt;/a&gt;&lt;/div&gt; A user browsing the market for items in &lt;a href="http://en.wikipedia.org/wiki/EVE_Online" title="EVE Online" class="mw-redirect"&gt;EVE Online&lt;/a&gt;&lt;/div&gt; &lt;/div&gt; &lt;/div&gt; &lt;p&gt;Many MMORPGs feature living economies, as virtual items and currency have to be gained through play and have definite value for players.&lt;sup id="cite_ref-Development_of_Economy_21-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-Development_of_Economy-21" title=""&gt;[22]&lt;/a&gt;&lt;/sup&gt; Such a &lt;a href="http://en.wikipedia.org/wiki/Virtual_economy" title="Virtual economy"&gt;virtual economy&lt;/a&gt; can be analyzed (using data logged by the game)&lt;sup id="cite_ref-Development_of_Economy_21-1" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-Development_of_Economy-21" title=""&gt;[22]&lt;/a&gt;&lt;/sup&gt; and has value in economic research; more significantly, these "virtual" economies can have an impact on the economies of the real world.&lt;/p&gt; &lt;p&gt;One of the early researchers of MMORPGs was &lt;a href="http://en.wikipedia.org/wiki/Edward_Castronova" title="Edward Castronova"&gt;Edward Castronova&lt;/a&gt;, who demonstrated that a supply-and-demand market exists for virtual items and that it crosses over with the real world.&lt;sup id="cite_ref-22" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-22" title=""&gt;[23]&lt;/a&gt;&lt;/sup&gt; This crossover has some requirements of the game:&lt;/p&gt; &lt;ul&gt;&lt;li&gt;The ability for players to sell an item to each other for in-game (virtual) currency.&lt;/li&gt;&lt;li&gt;Bartering for items between players for items of similar value.&lt;/li&gt;&lt;li&gt;The purchase of in-game items for real-world currency.&lt;/li&gt;&lt;li&gt;Exchanges of real-world currencies for virtual currencies.&lt;/li&gt;&lt;li&gt;The creation of meta-currencies such as DKP, or Dragon Kill Points, to distribute in-game rewards.&lt;sup id="cite_ref-23" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-23" title=""&gt;[24]&lt;/a&gt;&lt;/sup&gt;&lt;/li&gt;&lt;/ul&gt; &lt;p&gt;The idea of attaching real-world value to "virtual" items has had a profound effect on players and the game industry, and even the courts. Castronova's first study in 2002 found that a highly liquid (if illegal) currency market existed, with the value of &lt;i&gt;Everquest'&lt;/i&gt;s in-game currency exceeding that of the Japanese yen.&lt;sup id="cite_ref-CurrencyExchange_24-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-CurrencyExchange-24" title=""&gt;[25]&lt;/a&gt;&lt;/sup&gt; Some people even make a living by working these virtual economies; these people are often referred to as &lt;a href="http://en.wikipedia.org/wiki/Gold_farming" title="Gold farming"&gt;gold farmers&lt;/a&gt;, and may be employed in &lt;a href="http://en.wikipedia.org/wiki/Game_sweatshop" title="Game sweatshop"&gt;game sweatshops&lt;/a&gt;.&lt;sup id="cite_ref-Wage_Slaves_25-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-Wage_Slaves-25" title=""&gt;[26]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;Game publishers usually prohibit the exchange of real-world money for virtual goods. However, a number of products actively promote the idea of linking (and directly profiting from) an exchange. Some players of &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Second_Life" title="Second Life"&gt;Second Life&lt;/a&gt;&lt;/i&gt; have generated revenues in excess of $100,000.&lt;sup id="cite_ref-SecondLifeEconomy_26-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-SecondLifeEconomy-26" title=""&gt;[27]&lt;/a&gt;&lt;/sup&gt; However, in the case of &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Entropia_Universe" title="Entropia Universe"&gt;Entropia Universe&lt;/a&gt;&lt;/i&gt;, the virtual economy and the real-world economy are directly linked. This means that real money can be deposited for game money and vice versa. Real-world items have also been sold for game money in &lt;i&gt;Entropia&lt;/i&gt;.&lt;/p&gt; &lt;p&gt;Some of the issues confronting online economies include:&lt;/p&gt; &lt;ul&gt;&lt;li&gt;The use of "bots" or automated programs, that assist some players in accumulating in-game wealth to the disadvantage of other players.&lt;sup id="cite_ref-bots_27-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-bots-27" title=""&gt;[28]&lt;/a&gt;&lt;/sup&gt;&lt;/li&gt;&lt;/ul&gt; &lt;ul&gt;&lt;li&gt;The use of unsanctioned auction sites, which has led publishers to seek legal remedies to prevent their use based on intellectual-property claims.&lt;sup id="cite_ref-stopauctions_28-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-stopauctions-28" title=""&gt;[29]&lt;/a&gt;&lt;/sup&gt;&lt;/li&gt;&lt;/ul&gt; &lt;ul&gt;&lt;li&gt;The emergence of &lt;a href="http://en.wikipedia.org/wiki/Virtual_crime" title="Virtual crime"&gt;virtual crime&lt;/a&gt;, which can take the form of both fraud against the player or publisher of an online game, and even real-life acts of violence stemming from in-game transactions.&lt;sup id="cite_ref-29" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-29" title=""&gt;[30]&lt;/a&gt;&lt;/sup&gt;&lt;/li&gt;&lt;/ul&gt; &lt;p&gt;Linking real-world and virtual economies is rare in MMORPGs, as it is generally believed to be detrimental to gameplay. If real-world wealth can be used to obtain greater, more immediate rewards than skillful gameplay, the incentive for strategic roleplay and real game involvement is diminished. It could also easily lead to a skewed hierarchy where richer players gain better items, allowing them to take on stronger opponents and level up more quickly than less wealthy but more committed players.&lt;sup id="cite_ref-30" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-30" title=""&gt;[31]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;&lt;a name="Development" id="Development"&gt;&lt;/a&gt;&lt;/p&gt; &lt;h2&gt;&lt;span class="editsection"&gt;[&lt;a href="http://en.wikipedia.org/w/index.php?title=Massively_multiplayer_online_role-playing_game&amp;amp;action=edit&amp;amp;section=10" title="Edit section: Development"&gt;edit&lt;/a&gt;]&lt;/span&gt; &lt;span class="mw-headline"&gt;Development&lt;/span&gt;&lt;/h2&gt; &lt;p&gt;The cost of developing a competitive commercial MMORPG title often exceeds $10 million.&lt;sup id="cite_ref-devcost_31-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-devcost-31" title=""&gt;[32]&lt;/a&gt;&lt;/sup&gt; These projects require multiple disciplines within game design and development such as 3D modeling, 2D art, animation, user interfaces, client/server engineering, database architecture, and network infrastructure.&lt;sup id="cite_ref-32" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-32" title=""&gt;[33]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;The front-end (or client) component of a commercial, modern MMORPG features 3D graphics. As with other modern 3D games, the front-end requires expertise with implementing &lt;a href="http://en.wikipedia.org/wiki/3D_engine" title="3D engine" class="mw-redirect"&gt;3D engines&lt;/a&gt;, real-time &lt;a href="http://en.wikipedia.org/wiki/Shader" title="Shader"&gt;shader&lt;/a&gt; techniques and physics simulation. The actual visual content (areas, creatures, characters, weapons, spaceships and so forth) is developed by artists who typically begin with two-dimensional concept art, and later convert these concepts into animated 3D scenes, models and texture maps.&lt;sup id="cite_ref-3d_game_design_33-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-3d_game_design-33" title=""&gt;[34]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;Developing an MMOG server requires expertise with client/server architecture, network protocols, security, and relational database design. MMORPGs include reliable systems for a number of vital tasks. The server must be able to handle and verify a large number of connections, prevent &lt;a href="http://en.wikipedia.org/wiki/Cheating_in_online_games" title="Cheating in online games"&gt;cheating&lt;/a&gt;, and apply changes (bug fixes or added content) to the game. A system for recording the game's data at regular intervals, without stopping the game, is also important.&lt;sup id="cite_ref-game_server_34-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-game_server-34" title=""&gt;[35]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;Maintenance requires sufficient &lt;a href="http://en.wikipedia.org/wiki/Server_%28computing%29" title="Server (computing)"&gt;servers&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Bandwidth_%28computing%29" title="Bandwidth (computing)"&gt;bandwidth&lt;/a&gt;, and a dedicated support staff. Insufficient resources for maintenance lead to &lt;a href="http://en.wikipedia.org/wiki/Lag" title="Lag"&gt;lag&lt;/a&gt; and frustration for the players, and can severely damage the reputation of a game, especially at launch. Care must also be taken to ensure that player population remains at an acceptable level by adding or removing servers ("shards"). &lt;a href="http://en.wikipedia.org/wiki/Peer-to-peer" title="Peer-to-peer"&gt;Peer-to-peer&lt;/a&gt; MMORPGs could theoretically work cheaply and efficiently in regulating server load, but practical issues such as asymmetrical network bandwidth and CPU-hungry rendering engines make them a difficult proposition. Additionally, they would probably become vulnerable to other problems including new possibilities for &lt;a href="http://en.wikipedia.org/wiki/Cheating_in_online_games" title="Cheating in online games"&gt;cheating&lt;/a&gt;. The hosted infrastructure for a commercial-grade MMORPG requires the deployment of hundreds (or even thousands) of servers. Developing an affordable infrastructure for an online game requires developers to scale to large numbers of players with less hardware and network investment.&lt;sup id="cite_ref-architecture_35-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-architecture-35" title=""&gt;[36]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;In addition, the development team will need to have expertise with the fundamentals of game design: world-building, lore and game mechanics,&lt;sup id="cite_ref-game_fundamentals_36-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-game_fundamentals-36" title=""&gt;[37]&lt;/a&gt;&lt;/sup&gt; as well as what makes games fun.&lt;sup id="cite_ref-fun_games_37-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-fun_games-37" title=""&gt;[38]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;&lt;a name="Non-corporate_development" id="Non-corporate_development"&gt;&lt;/a&gt;&lt;/p&gt; &lt;h3&gt;&lt;span class="editsection"&gt;[&lt;a href="http://en.wikipedia.org/w/index.php?title=Massively_multiplayer_online_role-playing_game&amp;amp;action=edit&amp;amp;section=11" title="Edit section: Non-corporate development"&gt;edit&lt;/a&gt;]&lt;/span&gt; &lt;span class="mw-headline"&gt;Non-corporate development&lt;/span&gt;&lt;/h3&gt; &lt;p&gt;Though the vast majority of MMORPGs are produced by companies, many small teams of programmers and artists have attempted to contribute to the genre. As shown above, the average MMORPG development project requires enormous investments of time and money, and running the game can be a long-term commitment. As a result, non-corporate (or independent, or "&lt;a href="http://en.wikipedia.org/wiki/Indie_game" title="Indie game"&gt;indie&lt;/a&gt;") development of MMORPGs is less common compared with other genres. Still, many independent MMORPGs do exist, representing a wide spectrum of genres, gameplay types, and revenue systems.&lt;/p&gt; &lt;p&gt;Some independent MMORPG projects are completely &lt;a href="http://en.wikipedia.org/wiki/Open_source" title="Open source"&gt;open source&lt;/a&gt;, while others like &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/PlaneShift" title="PlaneShift" class="mw-redirect"&gt;PlaneShift&lt;/a&gt;&lt;/i&gt; feature proprietary content made with an open-source game engine. The developers of &lt;i&gt;Endless Online&lt;/i&gt; have also released development information with details about their coding.&lt;sup id="cite_ref-38" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-38" title=""&gt;[39]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;The &lt;a href="http://en.wikipedia.org/wiki/WorldForge" title="WorldForge"&gt;WorldForge&lt;/a&gt; project has been active since 1998 and formed a community of independent developers who are working on creating framework for a number of open-source MMORPGs.&lt;sup id="cite_ref-39" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-39" title=""&gt;[40]&lt;/a&gt;&lt;/sup&gt; The &lt;a href="http://en.wikipedia.org/wiki/Multiverse_Network" title="Multiverse Network"&gt;Multiverse Network&lt;/a&gt; is also creating a network and platform specifically for independent MMOG developers.&lt;sup id="cite_ref-40" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-40" title=""&gt;[41]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt; &lt;p&gt;&lt;a name="Trends_as_of_2008" id="Trends_as_of_2008"&gt;&lt;/a&gt;&lt;/p&gt; &lt;h2&gt;&lt;span class="editsection"&gt;[&lt;a href="http://en.wikipedia.org/w/index.php?title=Massively_multiplayer_online_role-playing_game&amp;amp;action=edit&amp;amp;section=12" title="Edit section: Trends as of 2008"&gt;edit&lt;/a&gt;]&lt;/span&gt; &lt;span class="mw-headline"&gt;Trends as of 2008&lt;/span&gt;&lt;/h2&gt; &lt;p&gt;As there are a number of wildly different titles within the genre, and since the genre develops so rapidly, it is difficult to definitively state that the genre is heading in one direction or another. Still, there are a few obvious developments. One of these developments is the &lt;a href="http://en.wikipedia.org/wiki/Raid_%28gaming%29" title="Raid (gaming)"&gt;raid&lt;/a&gt; group quest, or "raid",&lt;sup id="cite_ref-raid_trend_41-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-raid_trend-41" title=""&gt;[42]&lt;/a&gt;&lt;/sup&gt; which is an adventure designed for large groups of players (often twenty or more).&lt;/p&gt; &lt;p&gt;Another is the use of &lt;a href="http://en.wikipedia.org/wiki/Instance_dungeons" title="Instance dungeons" class="mw-redirect"&gt;instance dungeons&lt;/a&gt;. These are game areas that are "copied" for individual groups, which keeps that group separated from the rest of the game world. This reduces competition, and also has the effect of reducing the amount of data that needs to be sent to and from the server, which reduces lag. &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/World_of_Warcraft" title="World of Warcraft"&gt;World of Warcraft&lt;/a&gt;'&lt;/i&gt;s "raids", mentioned above, are often instance dungeons, as are all of the combat areas in &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Guild_Wars" title="Guild Wars" class="mw-redirect"&gt;Guild Wars&lt;/a&gt;&lt;/i&gt;. Also the creators of &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Ragnarok_Online" title="Ragnarok Online"&gt;Ragnarok Online&lt;/a&gt;&lt;/i&gt; introduced an instanced dungeon called &lt;i&gt;Endless Tower&lt;/i&gt;. This is, however, the only instanced dungeon in the game. The &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Dungeon_Runners" title="Dungeon Runners"&gt;Dungeon Runners&lt;/a&gt;&lt;/i&gt; is, like Guild Wars, instanced, excluding Player vs Player areas.&lt;/p&gt; &lt;p&gt;Although these games are multiplayer, and intended to be played in groups for the best experience, most now provide solo content, or adventures a &lt;a href="http://en.wikipedia.org/wiki/Player_character" title="Player character"&gt;player character&lt;/a&gt; can do on their own. It can be difficult to find a group to adventure with, and this allows people to play the game without waiting around in safe areas like cities for a long period of time. This change turned out to be popular, and some of the older MMORPGs such as &lt;a href="http://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Online" title="Dungeons &amp;amp; Dragons Online" class="mw-redirect"&gt;Dungeons &amp;amp; Dragons Online&lt;/a&gt; were &lt;a href="http://en.wikipedia.org/wiki/Retrofitted" title="Retrofitted" class="mw-redirect"&gt;retrofitted&lt;/a&gt; to make &lt;a href="http://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Online#Update_1.2:_Solo_Enhancements" title="Dungeons &amp;amp; Dragons Online" class="mw-redirect"&gt;solo play easier&lt;/a&gt;. Adding to the popularity is a side effect: some people prefer to solo. To encourage players to continue grouping, many games reward grouping by giving grouped players bonuses such as more &lt;a href="http://en.wikipedia.org/wiki/Experience_points" title="Experience points" class="mw-redirect"&gt;experience points&lt;/a&gt; than they would otherwise get soloing.&lt;/p&gt; &lt;p&gt;Increased amounts of "Player-created content" may be another trend.&lt;sup id="cite_ref-player_content_trend_42-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-player_content_trend-42" title=""&gt;[43]&lt;/a&gt;&lt;/sup&gt; From the beginning the Ultima Online world included blank 30-page books that players could write in, collect into personal libraries and trade; in later years players have been able to design and build houses from the ground up. Some non-combat-based MMORPGs rely heavily on player-created content, including everything from simple animations to complete buildings using player-created textures and architecture like &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/A_Tale_in_the_Desert" title="A Tale in the Desert"&gt;A Tale in the Desert&lt;/a&gt;&lt;/i&gt;. However, these games are very different from the far more popular "standard" MMORPGs revolving around combat and limited character trade skills. Player-created content in these games would be in the form of areas to explore, monsters to kill, quests to carry out and specific in-game items to obtain. &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/The_Saga_of_Ryzom" title="The Saga of Ryzom"&gt;The Saga of Ryzom&lt;/a&gt;&lt;/i&gt; was the first of these "standard" MMORPGs to offer players the ability to create this type of content. Again, whether or not this becomes mainstream is anyone's guess.&lt;/p&gt; &lt;p&gt;The use of licenses, common in other video game genres, has also appeared in MMORPGs. 2007 saw the release of &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/The_Lord_of_the_Rings_Online" title="The Lord of the Rings Online"&gt;The Lord of the Rings Online&lt;/a&gt;&lt;/i&gt;, based on &lt;a href="http://en.wikipedia.org/wiki/J._R._R._Tolkien" title="J. R. R. Tolkien"&gt;J. R. R. Tolkien&lt;/a&gt;'s &lt;a href="http://en.wikipedia.org/wiki/Middle-earth" title="Middle-earth"&gt;Middle-earth&lt;/a&gt;. Other licensed MMORPGs include &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/The_Matrix_Online" title="The Matrix Online"&gt;The Matrix Online&lt;/a&gt;&lt;/i&gt;, based on the &lt;i&gt;Matrix&lt;/i&gt; trilogy of films, &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Warhammer_Online" title="Warhammer Online" class="mw-redirect"&gt;Warhammer Online&lt;/a&gt;&lt;/i&gt;, based on &lt;a href="http://en.wikipedia.org/wiki/Games_Workshop" title="Games Workshop"&gt;Games Workshops&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Warhammer_Fantasy_Battle" title="Warhammer Fantasy Battle"&gt;tabletopgame&lt;/a&gt;, &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Star_Trek_Online" title="Star Trek Online"&gt;Star Trek Online&lt;/a&gt;&lt;/i&gt;, &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Star_Wars_Galaxies" title="Star Wars Galaxies"&gt;Star Wars Galaxies&lt;/a&gt;&lt;/i&gt; and &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Age_of_Conan" title="Age of Conan" class="mw-redirect"&gt;Age of Conan&lt;/a&gt;&lt;/i&gt;. Additionally, several licenses from television have been optioned for MMORPGs, for example &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Stargate_Worlds" title="Stargate Worlds"&gt;Stargate Worlds&lt;/a&gt;&lt;/i&gt;, which is currently in development. The process is also apparently being applied in reverse, with &lt;a href="http://en.wikipedia.org/wiki/James_Cameron" title="James Cameron"&gt;James Cameron&lt;/a&gt; designing an MMORPG that will &lt;i&gt;precede&lt;/i&gt; a film (&lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Project_880" title="Project 880" class="mw-redirect"&gt;Project 880&lt;/a&gt;&lt;/i&gt;) to which it is tied.&lt;sup id="cite_ref-Cameron_43-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game#cite_note-Cameron-43" title=""&gt;[44]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;Although MMORPGs are largely available on personal computers, at least two major videogame developers have announced plans for console-based MMORPGs. The &lt;a href="http://en.wikipedia.org/wiki/Age_of_Conan" title="Age of Conan" class="mw-redirect"&gt;Age of Conan&lt;/a&gt; product's release for the &lt;a href="http://en.wikipedia.org/wiki/Xbox_360" title="Xbox 360"&gt;Xbox 360&lt;/a&gt; is currently delayed based on "user feedback."&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8431008902999287644-6340418026584513032?l=psychowatch.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://psychowatch.blogspot.com/feeds/6340418026584513032/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8431008902999287644&amp;postID=6340418026584513032' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8431008902999287644/posts/default/6340418026584513032'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8431008902999287644/posts/default/6340418026584513032'/><link rel='alternate' type='text/html' href='http://psychowatch.blogspot.com/2008/09/massively-multiplayer-online-role.html' title=''/><author><name>Redwood</name><uri>http://www.blogger.com/profile/18204886912773457866</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8431008902999287644.post-8266362904969164197</id><published>2008-08-13T08:31:00.000-07:00</published><updated>2008-08-13T08:43:03.130-07:00</updated><title type='text'>Make yourself tension free for a moment.....</title><content type='html'>Are you looking for some UK competition? If yes then visit vofferu.co.uk at the earliest. If you have passion for playing video games then this is the site for you.Competition by definition means that you have to compete to win some kind of prize or gift. And we are always scared of competition as they are generally tough or real challenging. At this site you don’t have to compete with someone or battle it out. You have to play different games and have to reach set targets. This site offers an amazing UK competition where you not only play amazing online games for free but win prizes as well.Since 1983, the year of North American video game crash, this industry has never looked back and has strived to take this exciting, entertaining idea of Ralph Braer forward. Video games’ development and popularity have taken another dimension as the online gaming became popular.&lt;br /&gt;&lt;br /&gt;Internet has added a different level of spark which is drawing more and more people to it. Playing online games is lot comfortable. You don’t search it at shops or anywhere else, the games are available at the comfort of your keys.If you are a resident of UK, then you have a perfect uk competitions to enter into and win prizes. The games are in such a format that they are kind of competition. Successful completion of the various stages of the video games would make you winner of various kinds of prizes. You have to achieve set target or earn set points so that you are considered for the prize. And you can win these prizes at any time whenever you like. Whenever you have the mood to play game just log in here—play game as well as win prize. Besides this if you register at vofferu.co.uk to play game then you have a chance to win the daily draw conducted at this site as well.&lt;br /&gt;Gaming is popular with teenagers, women, children, as well as men. Older people say they play games as it alleviates loneliness and puts them in contact with others. Statistics reveal that 41% of gamers are women and more than 43 % gamers are aged 25-49. And, research predicts that the games market in 2005 will be US$ 29 billion.Players can choose between stored games and online games. Stored games are played on consoles while online games are played on a computer using either a broadband or dial up Internet connection. The growth in online gaming according to IDC, a research firm, is set to touch 256 million users by 2008. And, that gaming is serious business is conformed by the hosting of international conferences devoted to gaming and the formation of “Casual Games Special Interest Group.”Gaming captures the imagination of the players and uses the senses: sight, sound, as well as touch. Many need the use of intelligence as well as strategy. Complex graphics, colors, high quality virtual realities are all set to grab as well as hold the attention of players. Multi-player gaming takes the interest to the next level –offers challenges as well as new horizons to be conquered.Games played on the Internet are such that clever participants find ways to push the game beyond its visible limits, one can even device cheats to circumvent problems posed by the game. Games test the skills, intelligence, concentration ability as well as techie know how. Online gaming architecture has six business aspects: the subscriber; the advertiser; the gaming platform provider; the broadband service provider; the network service provider; and the gaming content provider. It is big business—hardware revenues in 2005 are expected to be: US$ 9.4 billion with software and content revenue touching US$16.9 billion.However, there is a downside, gaming can become addicted and affect normal life—kids stop studying, housewives neglect their daily routine, and people are tempted to play games even at work. It can lead to suicides, mental imbalance as well as destroy marriages and careers. Gamers become recluses and rarely make social contact outside their gaming groups. Addiction studies indicate that gaming can result in: obsession, neglect, lying, socially unacceptable behaviors, carpal tunnel syndrome, dry eyes, neglect of personal hygiene, as well as sleep disorders.Popular gaming sites include: MSN games which has 3.4 million monthly registered users ; Pogo which has 8.6 million monthly registered users; and Yahoo games which has 10.1 million registered monthly users. Analysts predict that by 2007 online gaming will be at least 285 petabits a month, the revenue generated by online subscriptions for gaming is expected to reach US$ 650 million annually.The future according to Peter Molyneux, is in developing games that “reward a player for “out of the box” thinking and creativity. Games must encourage players to be interactive and decide the direction the game will take.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8431008902999287644-8266362904969164197?l=psychowatch.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://psychowatch.blogspot.com/feeds/8266362904969164197/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8431008902999287644&amp;postID=8266362904969164197' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8431008902999287644/posts/default/8266362904969164197'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8431008902999287644/posts/default/8266362904969164197'/><link rel='alternate' type='text/html' href='http://psychowatch.blogspot.com/2008/08/make-yourself-tension-free-for-moment.html' title='Make yourself tension free for a moment.....'/><author><name>Redwood</name><uri>http://www.blogger.com/profile/18204886912773457866</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8431008902999287644.post-6057382718992280917</id><published>2008-07-19T06:50:00.000-07:00</published><updated>2008-07-19T06:51:54.881-07:00</updated><title type='text'>Download The Movie Of Your Choice</title><content type='html'>There are people who would still watch movies in the theater or purchase movie rentals. In today's world there are many advances in technology which have made it possible to watch movies on your computer by downloading them with a click of mouse.A trailer not only gives you a sneak preview of the movie, but also lets you decide whether the movie is worth downloading or if the better option would be to watch it in a theatre or rent a DVD. Beginning as a virtual storehouse of all information, it progressed to provide other services like downloading free songs, music videos and movies.&lt;br /&gt;&lt;br /&gt;The internet is changing and if you thought it was only for looking up information or downloading music, it is not, you now can download TV shows or movies.Movie players are a form of software for the computer that allows movies to be played. As technology continues to get more advanced movie download are becoming as popular as music downloads. Technology is moving very fast, most software can be downloaded from the internet and now media like music and movies can be downloaded instead of going to physical stores.If you use any type of peer to peer (file-swapping applications) like Kazaa be careful not leave your compute on with the application running, if you do your system is open to millions of other systems and they have ability to connect to your system.The question is which movie sites are legal. Now that almost every home has the ability to receive high speed internet access, movie downloads are faster and easier, with this there are more sites popping up every day. Other smaller internet download movies sites include Guba and Unbox. Having the ability to download movies and watch them to on your computer or make them into a DVD is great, but the important question are these videos have the clarity of HD videos. We'll soon start watching movies in all kinds of likely and unlikely places. Today with so many video sites appearing many people are able to create their own videos with the use of affordable software which can add sound effects, animation and serial titles. Amazon announced the launch of their new video download service, Amazon Unbox. Using these new download sites like Amazon, you will be able to download movies and TV shows with a click of a button.&lt;br /&gt;&lt;br /&gt;Technology changes so quickly, just a couple of years ago we were watching movies on tape, the DVD now HD-DVD and we are now moving into downloading the digital format.Unlimited movie downloads usually takes the form of paying a monthly fee. If you are considering one, there are several important tips you may want to pick up here on selecting a rock-solid membership site for unlimited movie downloads. Plus, you get lifetime access to unlimited movie downloads. More people rent or buy DVD movies today and they are still king. Even with the ease of downloads the new HD-DVD and blue ray DVD are capturing the market, one of the reasons for this is because of the high picture quality you get&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8431008902999287644-6057382718992280917?l=psychowatch.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://psychowatch.blogspot.com/feeds/6057382718992280917/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8431008902999287644&amp;postID=6057382718992280917' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8431008902999287644/posts/default/6057382718992280917'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8431008902999287644/posts/default/6057382718992280917'/><link rel='alternate' type='text/html' href='http://psychowatch.blogspot.com/2008/07/download-movie-of-your-choice.html' title='Download The Movie Of Your Choice'/><author><name>Redwood</name><uri>http://www.blogger.com/profile/18204886912773457866</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
