
Online Gamer Returns to Reality
CREATING A NEW CHARACTER, FROM ADDICT TO ADVOCATE
Ron Jaffe, a former online gaming addict and administrator for the Online Gamers Anonymous website said people can recover from this (video game addiction), but must admit their problems and deal with the real issues.
Jaffe, 43, of Orlando, FL., was first introduced to the online computer game EverQuest in 1999 when he was 38-years-old. Working as a self-employed computer consultant, Jaffe already had an attachment to computers, but one trip to an electronic store on a fiery hot day in July led him down a path he will never forget.
EverQuest quickly became Jaffe’s main source of attention. Watching his father pass away from a life-long addiction to smoking, and his wallet empty by paying well into the thousands of dollars range for pieces and items on Ebay that would allow him to advance further in the EverQuest game led Jaffee down a path of destruction.
“EverQuest became my daily and nightly routine,” said Jaffe. “It caused me to lose a couple of clients because I did not return phone calls and was missing appointments.”
About a year-and-half into the game, Jaffe had cut of relationships with many of his friends, and had made a share of excuses to leave events or not attend them at all so he could play.”
Jaffe turned to EverQuest so that he could escape the troubles in his life. It was not until two-and-a-half years later when Jaffe realized he had a problem. While he was playing the game one evening, Jaffe turned to one of his online friends who was also playing with him at the time, and began angrily writing to him about why EverQuest was such a waste of time. Once he finished his rant; Jaffe realized the words were really directed toward him. Jaffe rid his life of EverQuest from that point, only going back once about six months later to see if he still had any interest in the game.
“I came to realize that the allure of the game was gone for me,” said Jaffe. “I realized that there were too many things I wanted to do in real life, and so, I closed my account for good.”
These days Jaffe offers support to the many people who venture to the online gamer’s anonymous website’s message board daily to offer his insight and experiences with other gamers who are having the same troubles Jaffe had only years ago.
“My life for the most part had always been centered around helping people in one way or another, so for me, my present involvement with OLGAnon is no surprise,” said Jaffe. “I feel that to best serve God, it is my responsibility to use my compassion and ability to empathize with others to help my fellow man.”
Video Game Companies Fail to Agree

GAMING COMPANIES STANDBY THEIR PRODUCT
EverQuest, created by Sony Entertainment in 1999, is a 3D fantasy multiplayer online role-playing game (MMORPG). To play, one must initially pay for the game software and then pay a recurring fee every month. In the game, players explore a fantasy-filled world of sword and sorcery, fighting monsters and enemies for treasure, and interacting with other players.
When creator of Online Gamer's Anonymous' Elizabeth Wooley, whose son committed suicide due to his game addiction, refers to the game “never-ending”, it really Never Ends. Sony Entertainment creates expansion packs with more levels and characters that send the user deeper into their compulsion.
“The game creates peer pressure in the individual,” said Wooley. “When people play online together, they can speak and interact with each other in ways you could never do prior. It just feeds this addiction.”
World of Warcraft, released by Blizzard Entertainment, mirrors Sony’s EverQuest in almost every aspect, where the user creates characters, fights monsters and interacts with other players online. On November 9, 2006, Blizzard announced that the subscriber base for the game World of Warcraft had reached a new milestone, with 7.5 million players worldwide.
John Smedley, CEO of Sony Online Entertainment and one of the creators of EverQuest, said in a statement released to the press shortly after Shawn Wooley’s (individual who died from video game addiction complications) death that, “It is really one of those terrible things that happens and there is just nothing to suggest that EverQuest had any role in his death. EverQuest is a game and I don’t see any connection between a form of entertainment and somebody’s tragic suicide. It is entertainment. Is a book dangerous? Is a TV show dangerous? I think the answer is no. People need to take responsibility and say, ‘Hey, you know, this is too much. Enough’s enough.’ It is a game.”
Representatives from Sony Online Entertainment and Blizzard Entertainment were contacted, but both refused to comment.
CLICK THE FOLLOWING FOR MORE INFORMATION ON VIDEO GAME ADDICTION:
(All photos are credit of the Associated Press)
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