Learning Reflection and Creativity in Online Game Communities

Author(s):  
Tunç D. Medeni ◽  
Mark Elwell ◽  
Steven A. Cook ◽  
Euler G.M. de Souza

It is increasingly being recognized that participation in role-playing gaming communities contributes to the learning of their members. Within the field of educational research, there is a wide spreading interest in online communities and virtual worlds: Online technologies provide new opportunities for “anytime/anywhere” social interaction and the number of innovative curricular designs that incorporate online collaborative environments has been steadily increasing since such technology first emerged. As Lave and Wenger (1991) argue, understanding the learning in naturally occurring contexts, and not just formal ones, is crucial if we are to forward learning and educational theory and practice beyond the contexts we ourselves contrive. “We ought to investigate more naturally occurring, self-sustaining indigenous virtual cultures so that our theory might be a more accurate reflection of them and our practice a better reflection on them in days to come.” (Galarneau, 2004; Steinkuehler, 2005 p. 80-81)

2011 ◽  
pp. 1760-1772
Author(s):  
Tunç D. Medeni ◽  
Mark Elwell ◽  
Steven A. Cook ◽  
Euler G.M. de Souza

It is increasingly being recognized that participation in role-playing gaming communities contributes to the learning of their members. Within the field of educational research, there is a wide spreading interest in online communities and virtual worlds: Online technologies provide new opportunities for “anytime/anywhere” social interaction and the number of innovative curricular designs that incorporate online collaborative environments has been steadily increasing since such technology first emerged. As Lave and Wenger (1991) argue, understanding the learning in naturally occurring contexts, and not just formal ones, is crucial if we are to forward learning and educational theory and practice beyond the contexts we ourselves contrive. “We ought to investigate more naturally occurring, self-sustaining indigenous virtual cultures so that our theory might be a more accurate reflection of them and our practice a better reflection on them in days to come.” (Galarneau, 2004; Steinkuehler, 2005 p. 80-81)


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.


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.


Author(s):  
Moses Wolfenstein

This chapter discusses findings from a study that looked at organizational leadership in the massively multiplayer online game World of Warcraft® in an attempt to inform the future of leadership in schools and other online and blended learning organizations. After offering a general orientation to the game world and the original study, this chapter delineates the ways in which studying virtual worlds of this sort can and cannot inform theory and practice of instructional leadership. It then examines the organizational leadership and learning cycle that emerged in the original study. Finally, it considers implications from the research for instructional and organizational leadership in a data rich environment.


2013 ◽  
pp. 1669-1692
Author(s):  
Moses Wolfenstein

This chapter discusses findings from a study that looked at organizational leadership in the massively multiplayer online game World of Warcraft® in an attempt to inform the future of leadership in schools and other online and blended learning organizations. After offering a general orientation to the game world and the original study, this chapter delineates the ways in which studying virtual worlds of this sort can and cannot inform theory and practice of instructional leadership. It then examines the organizational leadership and learning cycle that emerged in the original study. Finally, it considers implications from the research for instructional and organizational leadership in a data rich environment.


Edupedia ◽  
2019 ◽  
Vol 4 (1) ◽  
pp. 13-21
Author(s):  
Subyanto ◽  
Kurniyatul Faizah

In Natural Sciences (IPA) there are three aspects of learning, they arenatural sciences as product, process, and strengthening attitudes. This natural sciences learning classification found relevance with Islamic education learning in the aspect of fiqh, theseare fiqh as a product and fiqh as a process. The types of humanistlearning arelearning other than as a product, because this learning is not just transfer of knowledge without rationality, so that the lesson is not able to take part in the real life of humanity. In the implementation, humanist learning can be carried out using several scientific approaches such as problem based learning, discovery learning, social interaction, role playing, team research, and other forms that are oriented to students involvementdirectly.


1997 ◽  
Vol 31 (3) ◽  
pp. 64-65
Author(s):  
Jonah H. Peretti ◽  
Mark Cowett ◽  
Casey Charvet

2010 ◽  
Vol 54 (10) ◽  
pp. 4049-4058 ◽  
Author(s):  
Brandon Findlay ◽  
George G. Zhanel ◽  
Frank Schweizer

ABSTRACT Naturally occurring cationic antimicrobial peptides (AMPs) and their mimics form a diverse class of antibacterial agents currently validated in preclinical and clinical settings for the treatment of infections caused by antimicrobial-resistant bacteria. Numerous studies with linear, cyclic, and diastereomeric AMPs have strongly supported the hypothesis that their physicochemical properties, rather than any specific amino acid sequence, are responsible for their microbiological activities. It is generally believed that the amphiphilic topology is essential for insertion into and disruption of the cytoplasmic membrane. In particular, the ability to rapidly kill bacteria and the relative difficulty with which bacteria develop resistance make AMPs and their mimics attractive targets for drug development. However, the therapeutic use of naturally occurring AMPs is hampered by the high manufacturing costs, poor pharmacokinetic properties, and low bacteriological efficacy in animal models. In order to overcome these problems, a variety of novel and structurally diverse cationic amphiphiles that mimic the amphiphilic topology of AMPs have recently appeared. Many of these compounds exhibit superior pharmacokinetic properties and reduced in vitro toxicity while retaining potent antibacterial activity against resistant and nonresistant bacteria. In summary, cationic amphiphiles promise to provide a new and rich source of diverse antibacterial lead structures in the years to come.


2018 ◽  
Vol 11 (2) ◽  
Author(s):  
Dean Anthony Fabi Gui

World of Warcraft® (WoW), a massive multiplayer online role-playing game (MMORPG) extends to its members a virtual landscape of live gaming opportunities through such platforms as “dice” rolled character stats, open-ended story development, and interactive AI. These affordances are underpinned by a kind of virtual sense of community bringing players together in order to develop relationships and the self, adventure together, build up wealth, and overcome obstacles in order to complete quests. In addition to live game-play (or “in-world”) communities, WoW residents create alternative communities through rich online forums—here, new members are recruited into guilds, disputes are spawned and slayed, and seasoned warriors reminisce over worlds and lives that once- were. However, a third type of community is also evident through particular threads crafted within forums specifically for collaborative storytelling (or roleplaying). This paper examines sense of community—a sense of “belonging to, importance of, and identification with a community”—through one particular thread, “The Darkening Grove Tavern” under the forum World’s End Tavern using an adaptation of McMillan and Chavis’ theory and Boellstorff, Nardi, Pearce & Taylor’s ethnographic data collection methodology for qualitative analysis of virtual worlds . Findings from players’ story text (or “turns”) suggest that online storytelling forum threads exhibit a linguistically and semiotically branded sense of virtual community. 


First Monday ◽  
2010 ◽  
Author(s):  
F. Ted Tschang ◽  
Jordi Comas

This paper examines the evolution of virtual worlds from the developer's perspective. What are the motivations of developers? What are the specific challenges of the governance of user-generated content? User-created virtual worlds may be characterized according to their degree of design or emergence. On one end is the 'the designer as god' perspective and on the other is the unforeseeable and perpetually emergent 'user creativity.' Utilizing a theoretically derived sample of virtual worlds, we illustrate how governance is more complex as designers contend with three major issues. In general, across all three worlds, developers had to come to grips with the limits of their ability to design virtual worlds for premeditated outcomes. Secondly, communities forming within worlds, as opposed to atomized users, are central to the (creative) building, usage and governance of virtual worlds. Developers have a range of choices for how to interact with communities ranging from arm's length monitoring to engagement. Thirdly, developers have to manage instrumentally rational aspects of their business which can lead to tensions with the design and community goals, and, ultimately, lead to the failure of a world's business model. A fuller accounting of governance will have to accommodate the complex interplay between purposeful design, emergent community, and the logic of the marketplace.


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