Why is travian addicting




















I can see that there are the wives, the gamers and the kid. I am married for 3 and a half years. My husband loves any sort of game so he started his first travian account first year of our marriage.

After a while my husband started spending the nights at the computer playing travian. I gave him an ultimatum… either the game or us. He deleted the account. A couple of months ago I met one of my highschool classmates and she told me his husband plays travian as well. I mentioned that to my husband and he opened a new account.

One day I ran into his conversation with a girl from travian. Of course nothing good could be there. I know that that is a lie,,, But still for a game he has been lying, hiding and so on.

He deleted his account. I am afraid I can not go trough another travian episode. So to the wives… I truly believe someone who is uncapable to realise family and real life are far way more important than a game is unworthy to have one. I know is hard,,, but is better alone than alone in 2.

To the gamers…The kid said it all: ure lives are sad. And playing the game -u only go deeper in ure sadness. I know it seems like a comfortable world, perhaps a challanging one for the ones that are not too smart but you must have failed or given up on your real lives.

You just one to fill gaps. They will never be filled because they are not in the game in the first place. While this game is very fun, it should not be above family.

No game should be above family. While a lot of people who play it have real lives, A lot of people are probably year old losers who still live with their Moms. There are some very sad comments in here. Limiting the number of governors a kingdom may have may well be more important that anything else I have mentioned, for reasons cited above. Runaway teams, pseudo metas if you will, giant ones at that, will not help the game or the player base.

And don't be satisfied until we have a smooth running game in every way. Edit: I was timed out while typing that. A good thing I had copied it just in case. I would have been peeved. Can you suggest an alternative solution? It is either that or giant pseudo-metas with kingdoms which have more members than an old style alliance. I think it could do with ways to encourage more teamwork and more attacking. In my alliance and kingdom there is no coordination between players at all.

I think being able to see attack reports would help. Also the quest system could be used to encourge players to attack each other. Yes it's good to be inclusive but there should still be some slaughter.

So maybe we do a compromise of some sort -- limit it to X governors per king town. Maybe 8 for the first one, and 4 for every one after? That would probably still be high at the end, but I think the limitation could keep the VP from steamrolling out of control in the beginning and middle phases.

Not really. First true meta I saw was probably for T3. My first servers on T3 I remember there were 8 or 9 alliances each with a WW and a chance or hope, anyway to win the server. Most had an extra wing and maybe a training wing, but not much more than that. And those servers were much more packed than they are now -- so 10x as many people, yet the metas were smaller.

I loathe seeing an entire server split into 2 teams at the end trying to win. Let me disabuse you there, in all version prior to T3. It was even more common than nowadays, since its on most servers it's hard to find 60 active players.

I think what he is saying is that currently there are alliances with wings, and there used to be that as well, but at the time there were 10 alliances with wings, and now there are only 2 alliances with wings. Of course, I am an old man now and my memory is far from perfect. I don't remember giant metas before T4. I was playing then. I was in alliances then. There were metas, but nothing like what we have now.

They formed over the course of a server and even with much larger server populations, they were smaller in player numbers than those we see today. There was usually a main alliance, a wing or 2, and maybe a training wing -- to people in total. That's just a confed, not really a META. To get to the alliances yellow is talking about, you'd have to consider the NAPs people formed for the WW, or periods here and there to rebuild -- very few of those lasted, and if you didn't carry the same tag or weren't a confed, you weren't considered part of the winning team.

Everyone had a lot of people -- they were everywhere. That's stupid. To even pretend otherwise is ignorant. Not quite.

I'm saying it was rare to see wings back in the day. That was something the farm alliances would do -- band together in the vain hope it might offer protection it didn't. Those groups were ridiculed and never actually had any shot of winning. I'm saying that in modern Trav, on day 2 half the server is usually part of one meta or another.

We had 7 or 8 versions of xtools and 7 or 8 samurai alliances in the first week on this server; several of the other big alliances were the same. Lastly, due to large age range of the participants, certain developmental stages and features of the participants might have emerged as confounding variables. In conclusion, we think that online game addiction is a topic that few studies have been conducted compared to the size of the problem and prospective studies are particularly limited in literature.

This study is worthy as it indicates the change in online gaming behavior within two years. As far as we know, this is the first prospective study from Turkey that is conducted among online gamers. The study also presents limited but significant data regarding risk factors of pathological online gaming. The low participation rate in follow-up study probably led us to diagnose insufficient number of game addicts according to monothetic and polythetic format.

Therefore, we suggest for future studies to take necessary precautions to increase participation to follow-up assessments. National Center for Biotechnology Information , U. Journal List Psychiatry Investig v. Psychiatry Investig. Published online Oct Author information Article notes Copyright and License information Disclaimer.

This article has been cited by other articles in PMC. Abstract Objective Prospective data of risky online gamers in Turkey is missing. Conclusion Social support seems to be a protective factor for game addiction and diagnosis of internet gaming disorder has low temporal stability among Travian players in Turkey. Keywords: Online game addiction, Internet gaming disorder, Social support, Self-esteem, Life satisfaction, Diagnostic stability.

Measures Game addiction Scale The scale including item long form and 7-item short form was developed by Lemmens et al. Satisfaction with Life Scale SLS This 7-point scale that ranges from 7 strongly agree to 1 strongly disagree was developed by Diener et al. Statistical analysis A hierarchical linear modeling approach was followed to test the linear change in game addiction scores of the online gamers from to Ethics The study procedures were carried out in accordance with the Declaration of Helsinki.

RESULTS Participants people out of 1, who clicked the study link completed all questionnaires in the first stage of the study in Table 1. Sociodemographic variables of the participants. Open in a separate window. TL: Minimum net wage in Turkey in year TL: Turkish Lira. Travian gaming characteristics Table 2. Gaming characteristics. How online game addiction scores changed in time The mean scores and standard deviations of the scales in and was shown in Table 3.

Table 3. How game addiction rates changed in time We also examined how game addiction rates of the participants changed in two-year time.

Figure 1. American Psychiatric Association. Online gaming addiction: Classification, prediction and associated risk factors. Addict Res Theory. Starcevic V. Internet gaming disorder: inadequate diagnostic criteria wrapped in a constraining conceptual model. J Behav Addict. Griffiths MD. The role of context in online gaming excess and addiction: Some case study evidence. Int J Ment Health Addict. Pathological video game use among youths: a two-year longitudinal study. Online gaming increases worldwide, with trends toward social and mobile games.

Accessed October 17, Problematic internet use: Functions of use, cognitive absorption, and depression. Comput Hum Behav. Who are problematic internet users? An investigation of the correlations between problematic internet use and shyness, loneliness, narcissism, aggression and self-perception.

Comput Human Behav. Relationship of internet addiction with cognitive style, personality, and depression in university students. Log in Register.

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