People flock to online social sites to connect. eHarmony.com, myYearbook.com, vampirefreaks.com,and even Facebook are common sights where superficial interactions are taken as genuine every day. Fake profiles are a common danger/anomaly on the internet. Sex predetors, angsty teens and lonely people create fake profiles for a number of reasons.
Fake "Facebooking"/"myspacing":
I'm sure that most of us have seen fake profiles of people. This was HUGE when I had a myspace account. I can't even tell you how many times I would see a fake profile of my friend Spanks, (Niel) almost once a week. He was extremly attractive. Piercings, crazy original hair/hair colors and an amazing personality. These people who would make the fake profiles would act like a man-whore online, unfortunately people bought into it. There really is no way to tell unless someone calls that person out or if you know the person they are trying to impersonate. People who made these profiles found a way to enact who they wanted to be, but obviously were to scared to be in real life. To me, that's just sad. What might be even worse is people I knew from Highschool would take my friend Niel's picture and say he was their boyfriend!
W.O.W. That's Lame:
W.O.W. (World of Warcraft) is one of the largest online/social gaming experiences that is on the market today, also one of the oldest. When I think of this game, I don't think of it as an opportunity to meet my husband or anything of the like; not that I play. Seeing the documentary really shocked me...if only for the reason that I never realized how into the game people get! I mean come on, it's a character, how do you know who you are getting to know? Those individuals who are very into the game see it as a place to meet others like themselves and do things as a group. These gaming sights even have fraternity like groups called guilds. It just amazes me how people find ways to make relationships these days.
America v.s. Korea:
The final thing that this documentary made me question was the way American society looks at online gaming/online relationships compared to the rest of the world. I'll focus on two examples, China and Korea.
The documentary talks about the Chinese gold farmers briefly. It also talks about the discrimination they receive from other players. Personally I think they are just jealous that these kids get paid to do that, and the gamers who dislike them have to pay to play!
What shocked me more than the blatant discrimination among this group was the lack of coverage of the anti-gaming addiction camps! Kids have died in these camps located in Korea (and maybe other places) First, here is an excerpt from an American program:
"DETOX – VIDEO GAME ADDICTION
As strange as it may seem, there is a Detox process for video game addiction. Tihs behavior is a clinical impulse control disorder, identical to gambling addiction. The Detox process commonly occurs in a residential addiction treatment center...As the removal of the source of addiction occurs, other psychological issues are examined in order that an individual treatment plan can be created and clinical therapeutic approaches can begin. Often, patients or clients are “self-medicating” or seeking a feel-good feeling in response to life stressors, anxiety, depression, trauma, or other catalysts for the need to feel good. The need to “feel good” increases and the source (video gaming) of the feeling becomes addictive, resulting in daily life responsibilities and relationships, suffering and eventually making daily life functions nearly impossible."
NOW here are exerpts from articles photos from Korean anti-addiction camps:
"South Korean psychiatrists claim that they have successfully treated game addiction with an antidepressant drug called Bupropion. The study was conducted by psychiatrist from the Department of Psychiatry at Chung Ang University - College of Medicine, used 11 participants that were "diagnosed" as having "Internet Game Addiction" because they played "StarCraft for 4 or more hours a day." Six of the eleven participants had skipped school for two months, while two of the participants had been divorced due to their addiction to StarCraft.
The entire group was treated with the antidepressant for six weeks. After the trial period, researchers say that their group’s cravings to play StarCraft apparently decreased by 23.6 percent and total playing time decreased by 35.5 percent. Researchers also conducted MRI scans on all of the subjects and discovered that their brains responded "less strongly" to pictures of Zerglings after taking the drug."