scholarly journals Massively Multiplayer Online Role Playing Games and Digital Information Literacy

Author(s):  
Ioanna Ersi Pervolaraki ◽  
Emmanouel Garoufallou ◽  
Rania Siatri ◽  
Georgia Zafeiriou ◽  
Sirje Virkus
2019 ◽  
Author(s):  
Hazita Azman ◽  
Nurul Farhana Dollsaid

This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials. It highlights evidence from a case study which investigated the effects of role-playing in MMOGs on communication behaviours among EFL game players. Additionally, findings from the study elucidate the learning principles of good games that incorporate the dynamics of gaming which induce the language learner to be active generators of information, knowledge and language. Essentially the preliminary findings reported affirm the viability of online games as a potential tool for teaching and learning in the 4.0 era, which endeavours to engage the digital natives of the 21st century. The study thus claims that MMOGs in particular the massively multiplayer online role-playing games or MMORPGs can facilitate in providing contextualized and authentic language interaction opportunities in English between online multilingual speakers.


2013 ◽  
Vol 28 ◽  
pp. 1 ◽  
Author(s):  
M. Nicolier ◽  
S. Achab ◽  
J. Monnin ◽  
G. Tio ◽  
C. Cappe ◽  
...  

Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


2010 ◽  
Vol 2 (4) ◽  
Author(s):  
Stéphane Kieger

Virtual worlds represent a new market with a distinct economy andmany individuals are trying to exploit this very new technology in thesearch of profitable opportunities. The current paper proposes to studyentrepreneurship in the Massively Multiplayer Online Role-PlayingGames (MMORPG) Second Life® and Entropia Universe® in whichmonetary trades are possible. A survey was proposed to the community of players of both games, and from a sample of 244 players, nineteenentrepreneurs were contacted for a second survey. The traits of theentrepreneurs were compared to those of the players andentrepreneurship was observed in Second Life® and Entropia Universe®.  In fact, all the necessary conditions are present for entrepreneurship: a new technology giving new sources of revenues, an entrepreneur willing to invest money in order to increase his wealth, and a market with an economy well understood. The different entrepreneurs have developed successful ventures in several markets, and they had well defined the strategy they wanted to adopt. They have examined the different markets in which they have entered although they did not use all the tools known in the marketing fields. Further, some steps in the process of creation of the venture may not be important and some may be done relatively swiftly, thus the venture creation in MMORPG may be relatively easy. In conclusion, the venture creation may be relatively undemanding in virtual worlds, and this opens new possibilities for the future.


2020 ◽  
Vol 28 (2) ◽  
pp. 107-112 ◽  
Author(s):  
Anderson Chen ◽  
Sundus Mari ◽  
Sabina Grech ◽  
James Levitt

Author(s):  
Gabriella M. Harari ◽  
Lindsay T. Graham ◽  
Samuel D. Gosling

Every week an estimated 20 million people collectively spend hundreds of millions of hours playing massively multiplayer online role-playing games (MMORPGs). Here the authors investigate whether avatars in one such game, the World of Warcraft (WoW), convey accurate information about their players' personalities. They assessed consensus and accuracy of avatar-based impressions for 299 WoW players. The authors examined impressions based on avatars alone, and images of avatars presented along with usernames. The personality impressions yielded moderate consensus (avatar-only mean ICC = .32; avatar plus username mean ICC = .66), but no accuracy (avatar only mean r = .03; avatar plus username mean r = .01). A lens-model analysis suggests that observers made use of avatar features when forming impressions, but the features had little validity. Discussion focuses on what factors might explain the pattern of consensus but no accuracy, and on why the results might differ from those based on other virtual domains and virtual worlds.


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