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How does online gaming stack up against online dating? - Examiner.com

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How does online gaming stack up against online dating? - Examiner.com
Apr 15th 2012, 04:21

According to a recent infographic by Online University, gamers have a better chance of meeting a compatible mate on World of Warcraft than eHarmony.  With a younger population who spends more time gaming together than singles spend on most matchmaking sites, Massive Multiplayer Online Role-Playing Games (MMORPGs) are fertile ground for geek dating. Richard Bartle recognized this trend way back in 1990 in his short research report, "Interactive Multi-User Computer Games":

The gender of players is also a good indicator of how a game will be played: if there are more of one gender than another, eg. 10% female to 90% male, then gender tends to matter little; with a more even distribution, eg. 45% female to 65% male, games can rapidly become little more than dating agencies if improperly managed. In almost all cases, there are more males than females who play a MUA (that's in real life: the gender of the persona a player is controlling does not have to be the same as that of the player).

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Online University noted that 40 percent of players tell fellow gamers things they wouldn't tell their friends, an artifact of informational disinhibition. I discussed how this happens in my book, The Evolution of Fantasy Role-Playing Games:

Informational disinhibition can lead to a tight-knit community, as players share information much more intimately and quickly than they would in a similar face-to-face setting. RetroMUD's community is so tight knit that it's been responsible for some marriages. At least three couples met and were later married as a result of playing on RetroMUD. This isn't unique to RetroMUD either: 8.7 percent of male players and 23.2 percent of female players have had an in-game wedding (Glenday 2008: 184).

I should know. I met my wife over a Multi-User Dungeon (MUD).

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