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.

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.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mohamed-Abdullahi Mohamed ◽  
Asmat-Nizam Abdul-Talib ◽  
AfifahAlwani Ramlee

Purpose This study aims to examine the role of returning Somali diaspora entrepreneurs on firm performance and their perceived environmental obstacles. Design/methodology/approach The paper draws on a broad literature review and covers a theoretical background to develop a research framework. It presents several propositions to be empirically tested to determine the influence of returnee entrepreneurs’ success and the challenges they face in the process. Findings The paper offers an overview of how Somali diaspora returnee entrepreneurs can use their resources to succeed in their business and the possible environmental uncertainties that could hinder them. The study highlights some under-researched areas and provides future research directions. Research limitations/implications A research investigation is needed to test the proposed conceptual framework empirically. Further research is also recommended to use other predictors when investigating the perceived environmental uncertainty faced by returnee entrepreneurs. Practical implications In the diaspora entrepreneurship literature, returnee entrepreneurs in post-conflict African countries did not get enough attention. Hence, the study will contribute theoretically to the literature. Originality/value The paper provides a conceptual framework that will help understand returnee entrepreneurs in post-conflict states in Africa, paving the way for empirical studies on the topic.


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.


2017 ◽  
Vol 2 (1) ◽  
pp. 14
Author(s):  
Hardiono . ◽  
Erlyna Gydayantari ◽  
Eryana Setyarti

Objectives - The models used in the empirical study of leadership kyai in Madura ethnic in line with the more modern environment changes. Reflecting the environmental change this paper aims to propose a framework for leadership of charismatic kyai in Madura ethnic-based impact on the welfare of stimulus-organism-response (S-O-R) wide. The design / methodology / approach - This paper offers a conceptual framework that integrates the components of the leadership of religious scholars in ethnic Madurese kharismatic.Findings -  This framework is useful for academics and regions. This framework can help steer academics to various existing literature charismatic leadership and help researchers development empirical studies that describe ethnic leadership kyai in Madurese. For the professional, this framework can be used as guidance in building a successful region.Research/ Limitations/ implications - This paper does not examine empirically the proposed framework. However, this paper provides suggestions for future research, including reviewing the empirical structural relationships in this framework.


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.


2017 ◽  
Vol 33 (4) ◽  
pp. 345-359
Author(s):  
Tobin Nellhaus

Online role-playing games are a form of entertainment in which players create characters and improvisationally perform scenes together within a digital virtual world. It has many theatre-like aspects, which raises the question of whether it is in fact a form of theatre. To answer that question, however, one must first have a definition of theatre – an issue with disciplinary consequences – and in this article Tobin Nellhaus develops a definition founded on social ontology, suggesting that theatrical performance, unlike other social practices, replicates society's ontology. From that perspective, online role-playing meets the definition of theatre. But its digital environment raises another set of problems, since embodiment, space, and presence in online role-playing are necessarily unlike what we experience in traditional theatre. Here, Nellhaus brings these three aspects of performance together through the concept of embodied social presence, showing how they operate in both customary theatre and online role-playing. Tobin Nellhaus is an independent scholar who was Librarian for Performing Arts, Media, and Philosophy at Yale University. He has published mainly on the relationship between theatre and communication practices, and on critical realist theory in theatre historiography. He is the General Editor of the third edition of Theatre Histories (London: Routledge, 2016), and the author of Theater, Communication, Critical Realism (New York: Palgrave Macmillan, 2010).


2016 ◽  
Vol 4 (2) ◽  
pp. 153-176 ◽  
Author(s):  
Henrik Fürst

Included in the definition of being an aspiring person is the risk of failure. Aspiring fiction writers are no exception. This article shows that the role of aspiring fiction writer involves managing three issues: the hope of being published, rejection by a publisher, and the perception of the rejection as a failure. Drawing on 47 interviews with fiction writers who have attempted to become first-time writers, the analysis shows that aspiring writers’ responses to rejection are related to accepting and dismissing responsibility for having failed and admitting or dismissing the rejection as a perceived failure. Based on these findings, the article presents procedures associated with four main approaches to dealing with failure: conceding, excusing, justifying, and refusing. This conceptual framework for understanding failure contributes to a theoretical understanding of evaluation and valuation processes and their consequences and to empirical studies of rejection as career failure; it also systematizes and extends Goffmans work on cooling out strategies.


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