scholarly journals Gaming Expertise

2020 ◽  
Vol 37 (s1) ◽  
pp. 71-83
Author(s):  
Claus Toft-Nielsen

AbstractThis article argues for an attempt to rethink what counts as gaming expertise. Often, expertise is configured as a fixed and measurable rather than relational capacity – having the necessary level of knowledge with a skill to become expert, or to rise above a particular and objectively defined level of competency. Drawing on interviews with women playing the massively multiplayer online gameMassively multiplayer online games are games capable of supporting large numbers of players interacting, competing and cooperating, as they simultaneously inhabit the persistent open world of the game space.World of Warcraft, the article argues for an understanding of gaming expertise as a relational, highly contextual capacity, operating and embedded in everyday situations. Through the lens of gaming expertise, the article teases out the complex ways in which gender, technology and identity intersect and are constructed and negotiated in different social contexts.

2008 ◽  
Vol 2008 ◽  
pp. 1-8 ◽  
Author(s):  
Tiffany Y. Tang ◽  
Cheung Yiu Man ◽  
Chu Pok Hang ◽  
Lam Shiu Cheuk ◽  
Chan Wai Kwong ◽  
...  

Massively multiplayer online games (MMOGs) have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance technologies such as artificial intelligence have been applied to encourage and facilitate social interactions in these online communities, the key to the success of MMOGs. However, there is a lack of studies addressing the usability of these elements in games. In this paper, we look into interaction patterns and awareness design elements that support the awareness inLastWorldandFairyLand. Experimental results obtained through both in-game experiences and player interviews reveal that not all awareness tools (e.g., an in-game map) have been fully exploited by players. In addition, those players who areawareof these tools are not satisfied with them. Our findings suggest that awareness-oriented tools/channels should be easy to interpret and rich in conveying “knowledge” so as to reduce players-cognitive overload. These findings of this research recommend considerations of early stage MMOG design.


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.


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