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In-game (Online) - Destroy your real life?


Started by Xoo
Post #3252
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I make one of two important questions for all people of the TESOF members.

Online game:
Are you scared if you play too much? 24/7? Destroy your friends contact, family, love or other issues? Problem time of job, school or so? So tell how you can do, so we wish to make a fair way?

Problem to sleep? Drink lot burn burn burn drinks? (edited)

Or you feel the real life suxor, so fantasy life in-game would be good feeling for you? (edited)

Problem blood pressure reason LAZY? Love to eat fat foods and sugar drinks? (edited)

To avoid a strong addiction to play? Or are you able to control your life to play online?

Please write what positive and negative for a simple online game and your opinion?

Thank
This post was last modified: October 15th 2012 03:10 PM by Xoo


The Elsweyr Confederacy

My motto: "Don't look for the next opportunity. The one you have in hand, is the opportunity."
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Ingvar the Fearless
Post #3256
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Usually for me, I have a "time limit" for the active things I do in my day. Like 1hr of Skyrim then 1hr of reading a book, 1/2hr of failbook socializing etc etc, but sometimes time flies when you have fun, and 1hr of Skyrim, for example turns into 3hrs which in turn blows my day plan. I deal with by making said game time limit absolute, none of this procrastinating "ooh just ten more minutes". Though some games do force me on a marathon roller coaster. I deal with by taking a few sleeping tablets lol.

The positives for an online game is obviously, total awesomeness..ness, though in most cases I do tend to get bored of repetitive grinding & questing, but nothing a good o'l RP can't fix, Aye?
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Post #3258
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Thank your post, Ingvar the Fearless.

Updated my first post.


The Elsweyr Confederacy

My motto: "Don't look for the next opportunity. The one you have in hand, is the opportunity."
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Post #3270
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(October 15th 2012 02:24 PM)Xoo Wrote:  Are you scared if you play too much?
I'm more scared that I don't play enough. So much to do, so little time...
(October 15th 2012 02:24 PM)Xoo Wrote:  Destroy your friends contact, family, love or other issues?
I always try to destroay my friend's contacts so that I'm the only one left to them.
(October 15th 2012 02:24 PM)Xoo Wrote:  Problem time of job, school or so?
There's what's keeping me from gaming. Damn responsibilities.
(October 15th 2012 02:24 PM)Xoo Wrote:  Problem to sleep? Drink lot burn burn burn drinks?
I drink quite a lot. Water, mostly, but sometimes I treat myself to a cup of milk or tea. Question answered?
(October 15th 2012 02:24 PM)Xoo Wrote:  Or you feel the real life suxor, so fantasy life in-game would be good feeling for you?
Of cours emy life sucks, everyone's life sucks most of the time. Just ask them.
(October 15th 2012 02:24 PM)Xoo Wrote:  Problem blood pressure reason LAZY? Love to eat fat foods and sugar drinks?
Fat and sugar are actually aquired tastes. I seldom eat very sweet or fat food and it doesn't taste that great once you broke the habit for some time.
(October 15th 2012 02:24 PM)Xoo Wrote:  To avoid a strong addiction to play? Or are you able to control your life to play online?
Since my life already controls my gaming time quite harshly, I'd be mad to restrict myself even further.
(October 15th 2012 02:24 PM)Xoo Wrote:  Please write what positive and negative for a simple online game and your opinion?
The simpleness would be the most positive as well as the most negative about it, I imagine.
Simple means that you don't have to prepare yourself much, but it also means that the game is shallow and probably gets boring fast.
(October 15th 2012 02:24 PM)Xoo Wrote:  Thank
My pleasure.


TESO-Rollenspiel - The German roleplay community
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Post #3273
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Fine one, Rial!


The Elsweyr Confederacy

My motto: "Don't look for the next opportunity. The one you have in hand, is the opportunity."
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Post #3324
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I have been fitting mmo's and gaming in general into my life for many many years. This one will be no different. I play when I can, work when I have to and hopefully find time to fit in other life's little treasures. I do not play games to make up for a lack of anything nor because life sucks, I play them because they bring enjoyment and it is nice to escape reality for a bit. A virtual vacation in another world. :)
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Post #3346
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Yah, it feels I am in a other world, like as fantasy one, rule own empire and beat enemies who dare me! Too fantasy is greater, and online as TESO, would be my nicest case to play.

Still i have limit time of this. Real Life is also a must, since need money :/


The Elsweyr Confederacy

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Post #7361
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Danger signals

You lose control, concept of time and can not stop.
Does abstinence, being angry, restless and frustrated when you are not playing.
You can not obey the rules about turning off the game / computer software to the given time, unable to tear yourself away to eat dinner with the family.
You isolate yourself and stop all other activities and no longer associate with friends outside the network world.
Deny that there is any problem.

-------

I collect info from one person: Magnus Østland from Norway.

"I had suicidal thoughts every day"

Magnus Østland (21) were so dependent on the computer game World of Warcraft that he finally just had an election. - It was between killing myself, or to stop playing, he says.

Magnus Østland from Tjeldsund lived much of his life in a virtual fantasy world. In the 16 hours day he was glued to the computer screen. Finally, it went so far that he had major depression

- It was really close at the end. I had suicidal thoughts almost every day. In the end the choice to kill myself, or to stop playing.

NRK meet 21-year-old outside a betting shop in Harstad. He will not go inside the doorstep.

- It's the last place I would go into right now. It is the last place I want to be like gambling, he said.

Trivdes not in school

Magnus thrived not in school and role-playing game "World of Warcraft" (WoW), he helped to escape from everyday life.

Here one establish its own character and play online with others. You get rewarded the more time you spend and the game does not have a natural end.

11 million WoW players worldwide. Most of these use the game as a pleasant and healthy leisure activity. So it was not for Magnus.

- I remember very little from the holidays. Actually, I remember very little from activities other than the game, he said.

Concerned Mother

Fortunately mother discovered that something was wrong - despite the fact that his son stayed away. Magnus was manipulative and often found the excuse ingested to play in peace.

- The only thing he was interested in was to sit to play. If I tried to get him other things he was angry and had tantrums. He became withdrawn and cut out friends, telling his mother Annie Mette Østland.

Hard to get help

The family felt that it was difficult to get help because of lack of knowledge about the problem. In Nordland Psychiatric Hospital has registered 11 similar cases since 2005. But Magnus believes there are those who do not get help that is the big challenge.

- They are hiding and shady. They sit inside a dark room and is not visible to the public at all. If you ask if they are gamers, they will say no, because they deny it yourself.

Want openness

Now Magnus wants greater openness about the problem, which can help in the same situation. Agency Gambling in Norway is one of the pieces that can help more as Magnus. Although he managed to stop the game for 6 months ago and then it was with great help from the organization.

- There is no doubt that there are many young people who are struggling very, and I think that the main message is to get this up to the treatment units, the chairman of the gambling Norway, Lill-Tove Bergmo.

- Seek help

Clinical social worker Vicky Strand Susegg by Child and adolescent psychiatry in Levanger experiencing an increasing number of young people with similar problems as Magnus.

- The problem is often that they do not see that they have a problem. If youth disappears into the bedroom and play so much that they become addicted to it can be of great despair and a tragedy for the families, she said.

Susegg have a clear call.

- Consult a doctor or call the helpline for problem gamblers. They have a lot of expertise and can help.

Easier with gambling addiction

Susegg says that it can often be easier to get help if you are relying on gambling. Here the government has already established a support system.

For young people with computer games addiction may be the way to help more difficult.

- Problem gambling is defined as a psychiatric problem, it's not video game addiction. But it is nevertheless required to assess the extent of the problem, says Susegg.

- It is, however, not all places there is treatment.

The sooner, the better

According Susegg Health Directorate has an action plan to combat problem gambling. The goal is to capture young, before the problem becomes too big.

Hospitals can apply for funding to provide treatment for video game issues.

- Young people do not know where to turn, and it's a shame. Young people are most at risk and it is very important that they get help as early as possible.

Do not understand gaming fun

Games Researcher at The Norwegian Institute of Technology, Faltin Karlsen believes that the problem gambling is more complicated than people think.

- It's a problem that there are big differences in what children and adults know about the game. The basic is that everyone understands the joy of multiplayer gaming. Games are engaging, why do many down as much time in it, says Karlsen.

Alluring prohibiting

He believes that parents need to take action if they suspect their child is struggling with gambling.

- How to deal with an addiction similar relation to the game, is very dependent on life circumstances. If you live at home with their parents, the parents must step in and take action, says Karlsen.

He believes that the problem often is that the environment has very little knowledge of what it is about, if someone gets dragged into excessive gambling.

Karlsen think it's too easy to ban games.

- It is an appealing simple solution to remove and ban the games, but the problem is bigger than that. The need to do something very important. When we try to do something that seems dynamic, says Karlsen.

Thousands of struggling

In 2010, the Norwegian Institute for Research on Adolescence, NOVA (NOVA) an investigation reveal the extent of video game use among Norwegian youth.

Where it appeared that 3450 youth have a problematic relationship to video games. This represents less than one percent of youth aged 12-17 years.

5.2 percent of the youngsters play video games four hours or more daily or almost daily. Of these, almost exclusively boys, and they favor online games like World of Warcraft and shooter.

- Must learn to live again

It also did Magnus Østland. But now he has gotten help and come out into society again. It requires a lot of work.

- I have to learn to live life again. I put life on hold for many years, and now I suddenly jump back into it and start again, says 21-year-old.

-----------------------


Summary


Background to the report

In this report we present the results of a nationwide school-based youth survey on gambling and gaming in spring 2010. The client for the project is the Lotteries and Gaming Authority.

Today, young people exposed to gambling and gaming in a completely different way than it was just ten to fifteen years ago. Rapid development of media and communication technology has led to major changes in how young people use different kinds of games in everyday life, especially when it comes to video games has been a big change in the quality of games offered. Moreover, government regulations on the gambling market in recent years limited the access to several types of gambling, while access to Internet-based gambling is growing. There is also a tendency for the distinction between gambling and other games offered on the Internet is less clear than before. Because of these changes in the types of gambling and computer games that exist and how they are used by Norwegian youth's knowledge required. In this report we present updated knowledge about the prevalence of gambling and gaming among adolescents, and the extent of addiction and other potential problems associated with such gaming. We examine further whether certain groups of young people play more than others, and possible connections between gaming and other aspects of adolescents' lives.

Data and methodology

The analyzes in this report are based on data from a nationwide survey conducted in 89 schools across the country (Young in Norway 2010). To cover the age range from 12 to 17 years were students from the final stage of primary school, from every stage of school and the first two steps in high school recruited to participate in the study. The participating schools were chosen in a way that would ensure that the sample was representative of the Norwegian youth population. The students at the participating schools were asked to complete a questionnaire in a school lesson. The questionnaire included questions about gambling, video games and a variety of other aspects of adolescents' lives. A total of 8,356 students responded to the survey, giving a response rate of 72.7. More than 100 students were excluded from the analyzes because they were older than 18 years old. Analyses of sample representativeness shows that a relatively small sample differs from the total youth population in Norway when it comes to socio-demographic factors. It is therefore unlikely that such differences affect the results in any appreciable degree.

Scope of gambling

The survey results show that 64.3 per cent of adolescents aged 13 to 17 years participated in some form of gambling in the past year. Most common is scratch cards, followed by table poker, slot machines abroad and games like Lotto, Keno, Extra, Joker and odds / betting game. Overall, it is a relatively small group who play games of chance via the internet. Among online games is the poker on the Internet who played the most. Except when it comes to scratch cards and bingo / bingo machines are boys strongly overrepresented among players. For several of the games, the proportion who plays with age, while the proportion who have played a total gambling is relatively stable from 13 - to 17-years old. This may indicate that the youngsters who play gambling, participating in some more types of games as they get older. Compared with figures from 2002, the percentage who have played gambling during the past year, down from 78.5 percent in 2002 to 64.3 percent in 2010. For single game, particularly the extent of gambling on slot machines reduced. It is reasonable to assume that the decline is mainly due to the regulation of the gaming market in recent years.

A survey of symptoms of gambling addiction shows that 1.0 percent of young people between 12 and 17 years are categorized as problem gamblers, representing 3,800 youth in Norway. Additional 3.5 percent are at risk of developing gambling problems. The proportion of young people with gambling problems are significantly lower than in the 2002 survey. The analysis also shows that high frequency play increases the risk of problem gambling, and that there is a small group of young people who are responsible for most of the gameplay. Play via the internet is also more common among adolescents who show signs of gambling problems than among young people. Friends and parents on gambling is also clearly related to adolescents' own gambling habits.

A majority of young people have noticed the advertising of gambling in the past month, and adolescents who show signs of problem gambling, have often seen such advertising (daily or almost daily) than other youngsters. The survey also shows that over a quarter have played poker with dummypenger ("play money") at least once during the past year. Having played with dummypenger is clearly along with it to play with real money.

Gambling, everyday life and risk

We have also examined how gambling and problematic gambling behavior is related to a number of other factors in young people's lives. When we look at the family background, the young people who play a lot of gaming or who have gambling problems, often parents who have little overview of what young people are doing in their spare time. Young people who play a lot or shows signs of gambling addiction, arguing more often with their parents than other adolescents. In addition, adolescents with problematic gambling, which often immigrant, and provide somewhat more likely that the family can not afford it.

In relation to education, the results show that the particular difficulty concentrating in school and truancy is more prevalent among adolescents who play a lot of games of chance or shows signs of problem gambling, than among the rest of the kids. We find, however, no or weak associations between gambling and school grades. Similarly, it is only a weak correlation with how often youngsters do not do their homework. Further the large youth playing largely the same recreational activities that most youth. One exception is that those who play a lot more often participate in activities like being at leisure, shopping or hanging around, and the boys in high school more often active in sports than boys who play less.

There are relatively small differences between adolescents who play a lot of gambling and other young people in relation to friends, but when it comes to bullying: Large Players often report that they are being bullied. Similar results are found for youth who show signs of problem gambling. The analysis of teen social life shows that those who play a lot of gambling, communicate more with peers via the Internet than others, while this tendency is less pronounced among adolescents with gambling problems.

Young people who play a lot of gambling and adolescents who have relatively few symptoms of problem gambling, have more experience with tobacco, alcohol and cannabis / marijuana than young people. Furthermore, these young people more often involved in norm-breaking or criminal acts, and they also show signs of lower impulse control. When it comes to mental health, symptoms of depression relatively strongly related to both gambling frequency and having problems with gambling. For low self-esteem and feelings of loneliness are the connections to the gaming complex.

Finally, we conducted analyzes in which all variables were included simultaneously (so-called multiple regression analysis). These analyzes show that playing a lot of gaming in particular is associated with difficulty concentrating in school, to drink a lot of alcohol, depressive symptoms and to be more often among friends in the evening. In addition, the probability of being great players of gambling significantly higher among boys than girls. In relation to the problematic monetary gaming is a low degree of parental control, it seldom or never do homework, difficulty concentrating in school, smoking, symptoms of depression and being male are important factors in the overall analyzes.

Scope of computer games

Over half of the adolescents in the sample have video game consoles (such as PlayStation, Xbox, etc.) in the room, while 81 percent have room computer. 79 percent report that they play video games (PC or video games) at least once a month. Although playing at least monthly is most common for boys (96 percent), it is also a common activity for girls (63 percent). Boys, however, are overrepresented among those who play daily. This is 41 percent of boys, compared to only six percent of the girls. 15-year-old boys in the sample group who play the most. When we compare the data on computer games frequency from 2002 with our 2010 study, we find only small changes in the proportion who play video games. The popularity of video games has increased slightly during this period, while PC games are used somewhat less. 5.2 percent of the sample represents a large group that plays daily or almost daily play four hours or more on a regular weekday after school. Great players are almost exclusively boys.

The most popular games among boys are first person shooters, sports games, action or proposed games and mini games via the internet. For girls, however, the most popular games mini games mini games via the internet and on Facebook. Role via the internet with many participants (called MMORPG) and first person shooters are the most popular games among the big players.

Total meet 0.9 percent of youths seven of seven criteria for video game addiction, which is equivalent to 3,450 youths aged 12 to 17 years nationwide. Again, we find a clear gender difference, and 1.5 percent of boys and 0.3 percent of girls have full symptom burden. We also notice that the time young people spend on video games is strongly correlated with the number of symptoms of dependence. When one looks at the relationship between game types and dependency, it turns out that two types of games are played mostly among those with many addiction symptoms, including first-person shooter games via the internet with many participants. The play mini games on the internet and Facebook is at least correlated with video game addiction.

Computer games, everyday life and risk

We have studied how computer games and video games symptoms of addiction is associated with a number of other factors in the adolescent's life. These analyzes include only boys in the sample, since both great playing video games and showing many symptoms of video game addiction is rare among girls. The analysis of family relationships show that both large playing computer games and computer game addiction symptoms are related to low visibility from the parents in the lives of young people, a lot of bickering with her parents and little money in the family. Parents' education has less to say for both high frequency and symptoms of gambling addiction.

Compared with most boys do great playing boys and boys who show symptoms of video game addiction less homework, skip school more often and have often difficulty concentrating in school. There are small differences between the groups in school grades. It also follows several big players vocational education programs, and they have less plans to pursue higher education. Analyses of adolescents' leisure suggests that playing video games a lot, to some extent at the expense of physical activity: Large Iridescent boys coach less in sports and trimmer less on their own than the rest of the boys. They are also more often obese, as we find among boys with symptoms of video game addiction. Great players and guys with symptoms of video game addiction report more often bullied than boys. Furthermore, the analyzes show no clear link between high frequency / problem gambling and social isolation compared to peers. Both boys with symptoms of addiction and those who play a lot, besides communicating more with peers via the internet than other boys.

The results show that very high frequency video game playing is related to substance abuse and violations. Both great players and those with many symptoms of video game addiction more likely to smoke, have often been clearly drunk, and often has used marijuana last year. Moreover performing group with the highest rate play more often norm-breaking or criminal behavior. The relationship with norm-breaking behavior is even stronger when it comes to symptoms of video game addiction. We also see signs of low impulse control among boys who play video games very much, and boys with symptoms of addiction. Mental health problems are also more prevalent among boys who play a lot of video games and those who show signs of addiction compared to boys: The symptoms of depression and low self esteem are more prevalent in these groups. Furthermore, there is an association between loneliness and many symptoms of video game addiction.

Finally, we conducted analyzes in which all variables are included simultaneously (so-called multiple regression analysis). Such analysis shows that playing a lot of video games are particularly related to it not plan to pursue higher education, it rarely do homework, that skipping school, difficulty concentrating in school, an elevated level of depressive symptoms and being less out of friends than boys. When it comes to the symptoms of video game addiction, low levels of parental control, the skipping school, difficulty concentrating in school, there were bullied, elevated levels of depressive symptoms, low self-esteem and being less time out with friends relating to this in the overall assays. In addition, marked the youngest in the selection of several symptoms of video game addiction. Overall, the high frequency or problematic video game playing particularly strongly related to educational and school variables.

Gambling and gaming

A comparison of youth gambling behavior when it comes to gambling and gaming shows that adolescents who play relatively much gambling also play more video games than other youth. There is also a clear correlation between the signs of gambling addiction and symptoms of problem gambling by computer games. It can thus be seen that the games have some common features that allow it to some extent are the same young people who play a lot, and who develop a problematic relationship with both types of games.

We also notice that the group of adolescents who report high frequency / problematic monetary gaming in several areas similar to adolescents who report high frequency / problematic video game playing: Both groups live more often in families with little money, parents have low levels of control over their children, and it is much bickering between parents and children. Furthermore, truancy and poor concentration in school more prevalent in both groups. In the case of leisure activities, the study shows, however, a certain difference relative to the two game types. Young people who play a lot of computer games characterized by being less exercise than others, while heavy use of gaming for the older youths in the sample is related to membership of sports clubs.

Finally, the high frequency / problem gambling - both gaming and video games - related to risk behaviors (drug and norm-breaking behavior) and depressive symptoms. However, we see a tendency for high frequency / monetary problematic gaming is something closely associated with drug use, while high frequency / problematic video game playing is strongly related to psychological problem symptoms.

Conclusion

The survey results are generally consistent with international research in the area, and provide new knowledge about gambling and gaming among adolescents in Norway. The study provides for the first time information on gambling among adolescents after several regulations in the gaming market has been introduced in recent years. The study is also one of the few international studies that have examined the extent of computer games and video games problematic behaviors in a representative sample of adolescents. The results show that great use, particularly problematic use of gaming and gaming is related to a number of negative factors in the lives of young people. However, it is still unclear whether such factors are the cause or effect of gaming. Future longitudinal studies where the same youngsters are asked on several occasions to be able to answer this.


The Elsweyr Confederacy

My motto: "Don't look for the next opportunity. The one you have in hand, is the opportunity."
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Post #7368
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To me not, i do have friends in the community of gaming across the world and the friends i do have that i can actually make contact(in real life) with them i have a great interaction with them. I do sometimes pass the hours of sleeping late and i do only that when Friday to Monday

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Post #7372
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It acts how "weak" persons who couldn't avoid from games, is very problem. Today is much worse. Mostly in World than Norway only.

I feel i have duty to explain as "warning" for TESO players... I did not say TESOF members who may be problem, but the point is that I just want to warn some :)

It is also fine to discuss how you think before anyone become problem.


The Elsweyr Confederacy

My motto: "Don't look for the next opportunity. The one you have in hand, is the opportunity."
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Post #7466
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I'm an asocial, and I proud of it!
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Post #7482
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(November 10th 2012 01:39 AM)Scapegoat666 Wrote:  I'm an asocial, and I proud of it!

Maybe can you explain a little?

Are you a uber social as? Chat with friends in-game?


The Elsweyr Confederacy

My motto: "Don't look for the next opportunity. The one you have in hand, is the opportunity."
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Post #7486
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To me, games are nothing but means to an end to spending time, and such, the casual and laid back attitude comes. Then there's the mismatch of my competitive side, which creates a mix of casual competitiveness to games. I guess one could call that a healthy combination.


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Post #7490
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(November 10th 2012 03:32 AM)Nehemia Wrote:  To me, games are nothing but means to an end to spending time, and such, the casual and laid back attitude comes. Then there's the mismatch of my competitive side, which creates a mix of casual competitiveness to games. I guess one could call that a healthy combination.

mm - a healthy combination? Ok.

We will test how long combat/battle in pvp zones... I hope it does not copy as WoW's old pvp battles as AV, hard to win - Than later of version, one of the games can be completed in 3-5 min per AV battle.

It is nature to use TESO at first weeks, all want to look how nice of the online game and build new characters, later they must control own life. To lose school or job, is in danger.


The Elsweyr Confederacy

My motto: "Don't look for the next opportunity. The one you have in hand, is the opportunity."
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Post #7631
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Might want to add these on top of the OP. Let's hope we never need it, but it can't hurt to be prepared. And be honest to yourself, obsessive gaming causes problems and it's just a small step to an addiction. Especially we MMOers should know that.

English Help Page: http://www.olganon.org/ (Online Gamers Anonymous)
German Help Page: http://www.internetsucht-hilfe.de/

And you can always contact me via PM, of course. In my ten years of MMO gaming and thirty years of life I went through quite some extremes myself.


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