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While both multiplayer and traditional single player video games present a double-edged sword, Smyth’s research found that online, socially integrated multiplayer games create greater negative consequences (decreased health, well-being, sleep, socialization and academic work) but also garner far greater positive results (greater enjoyment in playing, increased interest in continuing play and a rise in the acquisition of new friendships) than do single-player games. The study is published in the October 2007 issue of the bimonthly peer-reviewed journal CyberPyschology & Behavior (Vol. 10, No. 5: 717-721).
“The most striking result of this study is that playing online multiplayer games had much greater positive and negative effects on people than playing traditional single-player video games,” says Smyth. “Students in the study who played online multiplayer games did so about three times as much as those playing single-player game types, averaging over 14 hours a week.”
In his study, Smyth randomly assigned 100 college student volunteers to play one of four types of video games: traditional, arcade-style games (such as those found in the local mall); console games like the Sony PlayStation; single player computer games; and fantasy-themed persistent online multiplayer games.
Computer networking — linking players from across the world together in a single game — has dramatically changed the nature of video game play from a solitary activity into a large, thriving social experience. Multiplayer online role-play gaming, one type of social gaming, can involve thousands of players in persistent virtual worlds.
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