Online Media


Role-playing games emerged in the developed nations of the Western world such as America and also Europe. In the late 1970s many online multiplayer games began to emerge. These online games were referred to as Multi- User Dungeons (MUD). Many of these online games were text-based with simple graphic adventures (Bainbridge 2010). Since many of these games lacked graphics, they relied on textual descriptions. Imagination also assisted the players when they were playing the games. The games were played through typing simple actions in a computer such as ‘n’ which meant an action of moving north and ‘attack’ which initiated a fight.

Arguments and findings

In the article “The Judgment of Thamus,” by Neil Postman, addresses Phaedrus. Phaedrus was a story by Plato about the great king of Upper Egypt. Thamus was a great king of Upper Egypt whose story, according to Neil Postman, has principles that fit the absurdity of technology in the present technological era. According to Neil Postman, the story of Phaedrus covers the issue of an individual who doubts the innovation of writing (Divanna 2003). The story also addresses how the new medium of is able to make people less intelligent beings because it makes individuals not to use their minds but rely on technology that is hard for them to comprehend. This makes individuals dummies who recite something that they are not able to understand. Postman points this as an example of how technology has affected people in the wrong ways. According to Postman, technology has made human beings less intelligent because they rely on technology to do everything for them without them making use of their brains (Divanna 2003).

Neil Postman addresses the fact that technology can be both a burden and also a blessing. The story also states that there are many people who are blinded by what technology is capable of accomplishing. Many of these people are only concerned of what technology can do but do not consider the effects of the technology and how it affects them in the negative perspective. Neil Postman points out the many disadvantages of technology and how it leads to a negative impact to human beings (Divanna 2003). Many people embrace the advantages of new technology but do not consider the short and long-term effects of the same technology. The article points out that it is important to criticize much technological advancement so as to hinder the community from heading to a disastrous situation (Divanna 2003). Technology can lead to disaster such as mass murder by the use of certain weapons such as atomic bombs. Although technology is important in society certain measures should be taken to monitor technology so that it does lead to the death of human beings.

Online role-playing games and its users

Star Wars Galaxy is an example of a role playing game that is played by many users around the world. Many people believe that teenagers make up the highest percentage of people who play this game. This is a fallacy because teenagers only make up 25% of the total players. Many people that play online role-playing games have careers of their own and also have families (Bainbridge 2010). 50% of the people who online role-playing games have a steady job, 36% are married while 22% have children of their own. Teenagers, middle-aged people, college students and professionals are all involved in online role-role playing games.

Impact of the game

Many people believe that online role-playing games have a negative impact to school-going teenagers. The truth of the matter is that these games create an environment which facilitates the formation of relationships. These virtual environments created by the games also act as a catalyst in strengthening existing relationships. Online role-playing games facilitate social interaction the real world (Bainbridge 2010). This harnesses relationships. Excessive playing of online role-playing games harnesses pedagogy. This means that most of the players learn new things in the virtual environment that they can put into practice in the real world. The social phenomena that exist in the virtual world can restructure and shape relationships in the real world.


Technology has been a major tool in expanding and supporting online role-playing games. Through technology, software developers have created numerous games that have quality graphics that appeal to the users. Through improved graphics, the players can form a perfect imagination of the virtual world and in turn enhance how the game is played (Bainbridge 2010). Technology has also helped the advancement of online role-playing games through the internet. The world has become a global village through the internet. These makes players across the world meet and play the games in the virtual world without necessarily having to meet in a physical location.

Premise of the game and its unintended message

Many people have misinterpreted the sole reason of online role-playing games. Many of the people that have been affected by the games are school going children who love playing games that involve violence. By playing violent games, many children see violence as a necessary evil and they are not afraid to put into practice the violent behavior that they have learnt by playing the games (Bainbridge 2010). Young adults become addicted to the online role-playing games. This makes them deviate on real life issues that are important like making careers.


Bainbridge, W. S. (2010). Online multiplayer games. San Rafael, Calif.: Morgan & Claypool Publishers.

DiVanna, J. A. (2003). Thinking beyond technology: creating new value in business. Houndmills, Basingstoke, Hampshire: Palgrave Macmillan.



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