A couple of observations...
1)  I think that like any hobby, if it is done to excess, MMOs (or even 
Paper RPGs) can distract from the rest of your life and work and family 
suffer as a result. This would apply equally to someone who was completely 
obsessed with Model Trains for example or hangs out at the pool hall every 
night and never stays home with the family.
2)  As noted in the article, where MMOs are shared by a couple, it can have 
a positive impact.  Like any activity that the couple does together, 
interacting with each other for large periods of time can bring you closer 
to your partner and deepen your friendship.  Once again, this could be true 
for any activity and is not particular or unique to MMOs or RPGs.
3)  A lot of MMOs focus on various long term methods of "grinding" to 
achieve goals which requires hours and hours of play time.  The intent of 
the game companies is that it keeps long term interest by forcing the player 
to have goals which are achieved gradually over time and not allowing them 
to reach the "End" without many many months of effort.  The downside of this 
is that it adds to the addictiveness and time impact of the MMO so that it 
is more likely that other aspects of the player's life are affected.  A 
player must make a significant time commitment in order to keep up with 
online friends.
This negative is not generally present in campaign type RPGs where there is 
no pressure to keep up with teammates because you are all constrained to the 
same schedule.  Although, organized play as done by WotC and Paizo is 
beginning to incorporate some of the "grinding" characteristics of MMOs.  I 
have seen a handful of players who cycle through events at several different 
gaming venues each week in order to accelerate leveling their characters.
I think it behooves MMO designers to look for ways to interest players that 
don't encourage excessive time commitments in order to encourage a balance 
between game time and real life.  The problem is that from a business 
viewpoint, they have little incentive to diverge from a proven model.
Rick
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