Doom in workplaces
In a press release dated January 1, 1993, id Software had written that they expected Doom to be "the number one cause of decreased productivity in businesses around the world". Doom indeed became a significant problem in many workplaces, both occupying the time of employees and clogging computer networks with traffic caused by deathmatches and downloads.
One common problem was that the first version of Doom used broadcast packets, degrading the performance of networks on which multiplayer Doom was being played.
"Microsoft's employees worshipped the game, not only for its addictive qualities but for its enviable technical feats." Alex St. John has equated the game with a "religious phenomenon" at the Microsoft campus.:197
Texas A&M University
Carnegie Mellon University
University of Louisville
At the University of Louisville, "people [sprinted into the computer lab] falling all over each other to play the game". A lab supervisor created a program that would go through the system and delete Doom.:160
In a personal communication with Fredrik Johansson in December 2005, Christopher Boote writes:
Lotus Development policy on Doom was a tad schizophrenic. Officially, it was not permitted to install Doom on any Lotus PC, in practice, this was ignored, but network games were banned until 6pm. (There was a very fiercely fought Lotus League of Doom and then Doom 2 players (which I won one year and came second one year), as well as a very active MODding community.)
However, in Support, we quickly started to use the 'Doom standard' when checking users' problems. If their PC had problems running Doom, we could pretty well eliminate many of our 'cold' questions, and get straight down to memory configuration problem analysis. If their PC could run Doom without any issues, then we had to follow a much longer route to solving their problem."
- Kushner, David. Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture. Random House, LLC, 2004. pp. 160, 197.