Revisiting MMORPGs in Support of Learning

Author(s):  
Bodi Anderson

This enhanced chapter revisits a previous literature analysis of research on the potential educational benefits of the use of massive multiplayer online role playing games (MMORPG) by considering both changes in the medium itself and recent trends in research. Initially, a working operational definition of MMORPGs in education is considered in light of research to date with a focus on how MMORPGs differ from most video games in terms of types of player-game interaction, levels of player-player interaction, and environments in which interaction occurs. Next considering previous and current theoretical and empirical studies on MMORPGs from a variety of disciplines, including education, psychology, and linguistics, a conceptual framework for the use of MMORPGs in support of learning is created. Finally, an overview of current research trends in MMORPGs is provided, concluding with suggestions concerning future research of the use of MMORPGs in support of learning.

2010 ◽  
pp. 55-81 ◽  
Author(s):  
Bodi Anderson

This chapter provides an overview of current massively multiplayer online role-playing games (MMORPG) research and creates a conceptual framework for their use in support of learning. Initially, a definition of MMORPGs in education is considered in light of research to date. Here attention is paid to how MMORPGs differ from most video games in terms of types of player–game interaction, levels of player–player interaction, environments in which interaction occurs, and the ability for MMORPGs to tap into student motivation levels. Based on this definition and considering previous theoretical and empirical studies on MMORPGs from a variety of disciplines, including education, psychology, and linguistics, a conceptual framework for the use of MMORPGs in support of learning is created. Next an overview of current research trends in MMORPGs is examined, concluding with suggestions concerning future research of the use of MMORPGs in support of learning.


2013 ◽  
Vol 23 (1) ◽  
pp. 11-16 ◽  
Author(s):  
Stephen Parker ◽  
Swami Veda Bharati ◽  
Manuel Fernandez

The term yoga-nidra has been used in many empirical studies to refer to relaxation and guided imagery. These techniques do not represent the intention or physiological correlates of yoganidra discussed in the traditional yoga literature. We propose an operational definition of yoga-nidra that is supported by several physiologically testable hypotheses regarding its outcomes and effects. Traditional descriptions of yoga-nidra and contemporary accounts of its practice are reviewed, and studies examining the physiological correlates of yoga-nidra are examined. Proposed hypotheses for future research using this operational definition are provided.


2014 ◽  
Vol 13 (1) ◽  
pp. 29-40 ◽  
Author(s):  
Lisa Corwin Auchincloss ◽  
Sandra L. Laursen ◽  
Janet L. Branchaw ◽  
Kevin Eagan ◽  
Mark Graham ◽  
...  

The Course-Based Undergraduate Research Experiences Network (CUREnet) was initiated in 2012 with funding from the National Science Foundation program for Research Coordination Networks in Undergraduate Biology Education. CUREnet aims to address topics, problems, and opportunities inherent to integrating research experiences into undergraduate courses. During CUREnet meetings and discussions, it became apparent that there is need for a clear definition of what constitutes a CURE and systematic exploration of what makes CUREs meaningful in terms of student learning. Thus, we assembled a small working group of people with expertise in CURE instruction and assessment to: 1) draft an operational definition of a CURE, with the aim of defining what makes a laboratory course or project a “research experience”; 2) summarize research on CUREs, as well as findings from studies of undergraduate research internships that would be useful for thinking about how students are influenced by participating in CUREs; and 3) identify areas of greatest need with respect to CURE assessment, and directions for future research on and evaluation of CUREs. This report summarizes the outcomes and recommendations of this meeting.


2021 ◽  
pp. 1-26
Author(s):  
Dennis van de Veen ◽  
Christian Bakker ◽  
Kirsten Peetoom ◽  
Yolande Pijnenburg ◽  
Janne M. Papma ◽  
...  

Background: There has been growing interest in young people living with dementia. Future research requires consensus on the terminology and operational definition of this group. Objective: The purpose of this integrative review was to explore and include all operational definitions used to define dementia at a young age. Methods: On August 14, 2020, the PubMed, Embase, Cinahl, and PsycInfo databases were searched for empirical and theoretical literature using Google. Various terms to describe and define ‘dementia’ and ‘at a young age’ were used to collect literature concerning terminology; age-related aspects, including cut-off ages and criteria; and etiologies of dementia at a young age. Results: The search yielded 6,891 empirical and 4,660 theoretical publications, resulting in the inclusion of 89 publications, including 36 publications containing an explicit discussion and 53 publications as confirmation. ‘Young-onset dementia’ was the most commonly used term of seven identified terms, in the last two decades. The age of 65 years at symptom onset was used most frequently when considering a total of six upper age limits and four criteria to define a cut-off age. Eight lower age limits and an option for subdivision based on age were included. We identified 251 different etiologies and 27 categories of etiologies. Conclusion: Despite relative consensus on the term young-onset dementia and an age at symptom onset being used as a cut-off criterion, much is still unclear concerning possible etiologies of dementia at a young age. In the current study, controversies were detected for discussion in an international consensus study.


2021 ◽  
pp. 146144482110547
Author(s):  
Henry Korkeila

This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.


2014 ◽  
Vol 10 (4) ◽  
pp. 1-16 ◽  
Author(s):  
Yu-Jen Chou ◽  
Shao-Kang Lo ◽  
Ching-I Teng

Players of massively multiplayer online role-playing games (MMORPG) frequently select avatars of the opposite gender, a phenomenon known as gender swapping. While this phenomenon is widely recognized, little is known about the underlying reasons. This study thus examines why players use opposite-gender avatars. Heterogeneity sampling is used to maximize information completeness. Data are obtained from interviews with 21 MMORPG players in Taiwan. The core theme identified is “increased enjoyment”, which itself integrates six more specific themes or aspects (social interaction, harassment avoidance, obtaining free gifts, fooling others, fantasy experiences and playing superior avatars) through which players derive increased enjoyment from game playing with gender-swapped avatars. This exploratory work creates a foundation for future research to develop and test hypotheses linking gender-swapping with player psychology or behavior.


2021 ◽  
Vol 12 ◽  
Author(s):  
Liang Hou ◽  
Lynda Jiwen Song ◽  
Guoyang Zheng ◽  
Bei Lyu

Recent trends in the leadership literature have promoted a social identity approach of leadership that views leadership as the process of representing, advancing, creating, and embedding a sense of shared identity within a group. However, a few empirical studies explore how and when global identity leadership affects team performance at the workplace. To address this lacuna, we used multi-source and two-wave data among 81 teams to explore the role of group-based pride and leader political skill in the association between identity leadership and team performance. The results suggest that identity leadership positively predicts team performance through a mediating role of group-based pride. Furthermore, leader political skill moderates the indirect effect of group-based pride such that the effect is stronger when leader political skill is high rather than low. Finally, several theoretical and practical implications of this study are discussed, and future research directions are also suggested.


2020 ◽  
Vol 41 (4) ◽  
pp. 581-602
Author(s):  
Michael Quinn Patton

Marvin Alkin and Jean King published three AJE articles on evaluation use over four years, a coherent and comprehensive series covering the historical development of evaluation use, definitions and factors associated with use and misuse, and theories of evaluation use and influence, concluding with assessment of the first 50 years of use research. They conclude with recommendations for future theory development and research on evaluation. I draw a different set of conclusions and pathway forward. Where they seek a common universal operational definition of evaluation use, I propose treating use as a thick sensitizing concept that invites diversity of context-specific meanings. Where they find evaluation use theory inadequate, I argue that it is sufficient for its purpose. Where they seek more development of evaluation-specific utilization theory, I propose drawing on more established and validated theories from social sciences to explain and illuminate evaluation use as occurring in complex dynamic systems.


2017 ◽  
pp. 202-219
Author(s):  
Yu-Jen Chou ◽  
Shao-Kang Lo ◽  
Ching-I Teng

Players of massively multiplayer online role-playing games (MMORPG) frequently select avatars of the opposite gender, a phenomenon known as gender swapping. While this phenomenon is widely recognized, little is known about the underlying reasons. This study thus examines why players use opposite-gender avatars. Heterogeneity sampling is used to maximize information completeness. Data are obtained from interviews with 21 MMORPG players in Taiwan. The core theme identified is “increased enjoyment”, which itself integrates six more specific themes or aspects (social interaction, harassment avoidance, obtaining free gifts, fooling others, fantasy experiences and playing superior avatars) through which players derive increased enjoyment from game playing with gender-swapped avatars. This exploratory work creates a foundation for future research to develop and test hypotheses linking gender-swapping with player psychology or behavior.


2022 ◽  
pp. 1948-1971
Author(s):  
Mark Peterson ◽  
Jeremy White ◽  
Maryam Sadat Mirzaei ◽  
Qiao Wang

The use of digital games represents an expanding domain in computer-assisted language learning (CALL) research. This chapter reviews the findings of 26 learner-based studies in this area that are informed by cognitive and social accounts of SLA. The analysis shows that massively multiplayer online role-playing games (MMORPGs) are the most frequently investigated game type and the majority of studies involved EFL learners in higher education. Mixed methods were the most frequent research tool utilized by researchers. Limitations of current research include the preponderance of small-scale experimental studies that investigated only a limited number of factors. Although the research is not conclusive, findings indicate that game play facilitates collaboration, the production of target language output, vocabulary learning, and reduces the influence of factors that inhibit learning. This chapter concludes by identifying promising areas for future research.


Sign in / Sign up

Export Citation Format

Share Document