Comparing situated sense-making processes in virtual worlds

Author(s):  
CarrieLynn D. Reinhard ◽  
Brenda Dervin

What happens when a person engages with a virtual world? Are there unique processes of engagings that occur? One approach to understanding how a person makes sense of a virtual world is to compare the engaging processes with other media technologies, focusing on situated performative and interpretive sense-makings. This article reports on a study conducted to compare how novices make sense of four media technologies: film, console videogames, massively multiplayer online role-playing games, and social virtual worlds. Using Dervin’s Sense-Making Methodology (SMM) and our conceptualization of media reception situations, we extracted five potential overlapping sense-making concepts to make comparisons that do not presume a priori the influences of characteristics of technologies and other structures. The five comparative concepts all focus on situated sense-making processes. Our purpose in this article is not to present a full study report but rather to illustrate the methodological approach used in the data collection/production and analysis of the study. Results of our analyses indicate the complexity of media reception situations, how they converged and diverged, and how they involve multiple potential influences on media reception outcomes.

Author(s):  
Phylis Johnson

This chapter explores the technological and artistic revolution brought forth by machinima, particularly the rise among a community of filmmakers who would begin to express their stories and ideas through virtual worlds. Machinima has led to an emergence of scholarship on its aesthetics and cultural implications for digital society. The case of machinima as art is illustrated through a review of select works of virtual world filmmakers. This discussion also distinguishes the machinima concepts of game, virtual platform and more specifically virtual worlds to their varying degrees and relationships. It is here that one delineates the purpose of machinima within Massively Multiplayer Online Role-Playing Games (MMORPG) to that of virtual worlds such as Second Life (SL). In doing so, the author follows the innovation of machinima through the evolution of gaming and its extension to stand-alone ready-to-wear software to potentialities called forth by British filmmaker Peter Greenaway regarding Second Life.


Author(s):  
Galen Grimes ◽  
Michael Bartolacci

Virtual worlds have become increasingly popular with the growth of high speed Internet access worldwide and online gaming. The popularity of massively multiplayer online role playing games (MMORPG), such as World of Warcraft, and virtual worlds, such as Second Life, has created an opportunity for educators to build a learning platform that students can readily relate to. This paper explores some of the possibilities of utilizing one particular virtual world (Second Life) as a platform for network and information security training with a focus on the profiling of online behavior. In particular it describes the initial attempts of its use at one of the Pennsylvania State University’s campuses.


Author(s):  
Helen Farley

Given the relatively high costs associated with designing and implementing learning designs in virtual worlds, a strategy for the re-use of designs becomes imperative. IMS LD has emerged as the standard for the description and expression of learning designs. This chapter explores some of the issues associated with using the IMS LD specification for learning designs in virtual worlds such as Second Life and multi-player online role playing games such as World of Warcraft. The main issues relate to the inadequate description of collaborative activities and the inability to alter the design ‘on-the-fly’ in response to learner inputs. Some possible solutions to these problems are considered.


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.


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.


2013 ◽  
Vol 37 (1) ◽  
pp. 80-88 ◽  
Author(s):  
Marco Antonio Ferreira Randi ◽  
Hernandes Faustino de Carvalho

This study evaluates the use of role-playing games (RPGs) as a methodological approach for teaching cellular biology, assessing student satisfaction, learning outcomes, and retention of acquired knowledge. First-year undergraduate medical students at two Brazilian public universities attended either an RPG-based class (RPG group) or a lecture (lecture-based group) on topics related to cellular biology. Pre- and post-RPG-based class questionnaires were compared to scores in regular exams and in an unannounced test one year later to assess students' attitudes and learning. From the 230 students that attended the RPG classes, 78.4% responded that the RPG-based classes were an effective tool for learning; 55.4% thought that such classes were better than lectures but did not replace them; and 81% responded that they would use this method. The lecture-based group achieved a higher grade in 1 of 14 regular exam questions. In the medium-term evaluation (one year later), the RPG group scored higher in 2 of 12 questions. RPG classes are thus quantitatively as effective as formal lectures, are well accepted by students, and may serve as educational tools, giving students the chance to learn actively and potentially retain the acquired knowledge more efficiently.


2021 ◽  
Author(s):  
◽  
Elizabeth Haynes

<p>Massively multi-player online role-playing games (MMORPGs) attract millions of people every year and are now a major industry. Using the internet, these games connect players and give them goals to pursue within virtual worlds. This thesis examines the early life of one such game, the North American version of TERA, based on participant observation on a player vs. player server. TERA’s players met and interacted within a virtual game world controlled by the company which developed the game, and although players constructed their own social groups and factions within this world they were constrained by software that they could not change. Everything from the combat rules to the physics of the environment was designed, and players could only take actions that were accounted for and allowed by that design.  However, TERA launched as one of many available MMORPGs which were competing for the attention of the same audience. Its players tended to be experienced and well-informed about the genre, and used their knowledge to evaluate and critique TERA both privately and in public forums. Aware that game companies’ chief concern was for profit, players exercised agency by embracing a consumer identity and pressuring developers in their own commercial terms. To retain players’ loyalty and continue receiving their fees, companies were obliged to appease their customers. This allowed players to see the game world develop and change in accordance with their desires despite the fact that they lacked the access or the expertise to change it themselves. I link this approach to agency to the rise of consumer movements in capitalist societies, and show how the virtual world of TERA can serve as an example for other situations in the physical world where contemporary technologies are used to both enable and constrain agency.</p>


Author(s):  
Bodi Anderson

This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two different registers: an internet chat register, and a Massive Multiplayer Online Role Playing Game register to explore the theoretical claim that such virtual world environments have higher levels of interaction. Overall findings exhibit that MMORPGs have higher amount of linguistic features characteristic of interaction. Evidence points to MMORPGs being more interactive and also supportive of collaborative interaction.


Author(s):  
Galen Grimes ◽  
Michael Bartolacci

Virtual worlds have become increasingly popular with the growth of high speed Internet access worldwide and online gaming. The popularity of massively multiplayer online role playing games (MMORPG), such as World of Warcraft, and virtual worlds, such as Second Life, has created an opportunity for educators to build a learning platform that students can readily relate to. This paper explores some of the possibilities of utilizing one particular virtual world (Second Life) as a platform for network and information security training with a focus on the profiling of online behavior. In particular it describes the initial attempts of its use at one of the Pennsylvania State University’s campuses.


Author(s):  
Hélder Fanha Martins

The objective of this chapter is to gain a better understanding of the usefulness of massive multiplayer online role-playing games (MMORPGs) for promoting English as a foreign language (EFL) acquisition. To accomplish this goal, the author analyzed specific categories of interaction occurring between English language learners while playing an online game entitled Eve Online. Previous research has proved that there are positive outcomes on EFL acquisition from the interaction that takes place while playing video games known as MMORPGs. These games immerse players in virtual worlds that are inhabited by hundreds and even thousands of other players, and all are partaking in the game in real time. Learners who choose to play the game in a foreign language are exposed to target language input in a context-rich environment where they can interact with native-speakers and other language learners.


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