Massive Multiplayer Online Role Playing Games and Interaction

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.

2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


2017 ◽  
Vol 25 ◽  
Author(s):  
Lauren B. Collister

Players of the massively multiplayer online role-playing game World of Warcraft (WoW) are accustomed to a transformative culture that appropriates off-line events and personas into virtual-world representations inside of the game. Following this culture, players have transformed an off-line event—the Race for the Cure, to benefit breast cancer charities—into an online event called the Running of the Gnomes with parameters and participation properties appropriate for the virtual world. This transformative event is a disruptive form of civil disobedience including elements of hacktivism. Though the event conforms to the game's culture and rules, the mass collective action of the Running of the Gnomes disrupts the player experience by flooding the game's chat boxes with messages about an off-line concern (breast cancer) and also disrupts the game itself by crashing the server through the sheer volume of player participation. This disruption is embraced as an integral part of the event and is one of the primary causes for the event's success as a fundraising activity.


Author(s):  
S.G. Kukava ◽  
◽  
O.S. Ostroverkh ◽  

Statement of the problem. Based on the analysis of research by Russian authors, the article outlines the problem of the formation of emotional decentration in preschool children and the importance of play in this process. The purpose of the article is to identify the relationship between the formation of a role-playing game and the formation of emotional decentration. The research methodology is based on the cultural and historical concept of L.S. Vygotsky, as well as the theory of the activity by A.N. Leontiev; in the course of the study, the following methodology was applied: analysis of theoretical sources on formation of the emotional sphere of a preschooler and development of role-playing games; standardized observation of the progress of specially organized games; ascertaining experiment to determine the level of emotional decentration in preschoolers; formative experiment; qualitative and quantitative data analysis; comparative analysis of data using the statistical Student’s t-test. The significance level is p = 0.05. Research results. In the course of the study, our hypothesis was confirmed: such conditions for role-playing games as providing preschoolers with the opportunity to create and transform the play space with the help of unformed object material, adults acceptance of the position as a play partner contribute to the internal and external dynamics of the game, which, in turn, affects the progress in the development of emotional decentration in preschool children. Conclusion. In this paper, the features of emotional development of preschool age were described, the concept of emotional decentration from the point of view of different authors was considered, and the process of the development of play in preschool age was described. A scheme has been developed to determine the level of emotional decentration in preschoolers. In this scheme, three levels of formation of emotional decentration in children 4-6 years old are identified (relative to three criteria as indicators of emotional decentration): high, medium and low. A diagnostic game procedure “Wishes of a Fairy-Tale Character” has been developed, which can be used to identify the level of formation of emotional decentration. A scheme for analyzing the internal and external dynamics of a role-playing game has been developed.


Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


2018 ◽  
Vol 20 (12) ◽  
pp. 4671-4688 ◽  
Author(s):  
Sari Piittinen

Performative Let’s Play gaming videos are a part of contemporary Internet culture through which morality becomes shared. Many digital games draw on Gothic traditions to feature human-like monsters who demand morally complex interpretations from players. This study examines what kinds of moral evaluations players form of ambiguous Gothic monsters in Let’s Play videos of the action role-playing game Fallout 3. With a discourse analysis of transcribed speech obtained from 20 Let’s Play series on YouTube, it argues that the moral evaluations that players actively produce impact significantly on the play experience, that players take diverse moral stances whose (in)determinacy varies based on what players assume of their audience, and that players are morally autonomous by not hesitating to disagree with the game designers’ moral ruling. Complex Gothic monsters function effectively as catalysts for the moral evaluations that can involve expressions of suspicion, sympathy for the underdog, begrudging acceptance, and betrayal.


2018 ◽  
Vol 4 (3) ◽  
pp. 540
Author(s):  
Débora Nice Ferrari Barbosa ◽  
Maria Rosangela Bez ◽  
Paulo Ricardo Dos Santos

O presente artigo visa demonstrar como práticas pedagógicas com uso de tecnologias móveis podem contribuir para os processos de letramento, alfabetização e nos déficits de aprendizagem de crianças e adolescentes em tratamento oncológico em um contexto não-formal de ensino. A pesquisa, desenvolvida em uma instituição de apoio à criança com câncer, contemplou oficinas envolvendo jogos temáticos de Role Playing Game e atividades de leitura, escrita e raciocínio lógico utilizando aplicativos e recursos de dispositivos móveis tablets. Os resultados apontaram contribuições no desenvolvimento dos déficits de aprendizagem e linguístico, bem como no ensino voltado ao letramento como prática social.   PALAVRAS-CHAVE: aprendizagem com mobilidade; role playing game; desenvolvimento linguístico; letramento.     ABSTRACT This article shows how pedagogical practices using mobile technologies can contribute to the literacy processes of children and adolescents in oncological treatment. The research, developed at a cancer support institution, used practices envolving Role Playing Games and reading, writing, and logical reasoning activities. The practicies were based by using apps and other mobile devices resources, as  tablets, and the results shows that the students increased their learning according research goals.   KEYWORDS: mobile learning; role playing game; linguistic development; literacy.     RESUMEN  El presente artículo pretende demostrar cómo prácticas pedagógicas con uso de tecnologías móviles pueden contribuir a los procesos de letra, alfabetización y en los déficit de aprendizaje de niños y adolescentes en tratamiento oncológico en un contexto no formal de enseñanza. La investigación, desarrollada en una institución de apoyo al niño con cáncer, contempló talleres que involucra juegos temáticos de Role Playing Game y actividades de lectura, escritura y raciocinio lógico utilizando aplicaciones y recursos de dispositivos móviles tablets. Los resultados apuntaron a las contribuciones en el desarrollo de los déficit de aprendizaje y lingüístico, así como en la enseñanza orientada al literal como práctica social.   PALABRAS CLAVE: aprendizaje móvil; role playing game; desarrollo linguístico; letramiento.


2021 ◽  
Vol 15 (2) ◽  
pp. 45-60
Author(s):  
Marina Yu. Andreeva ◽  
◽  
Yury N. Sentyabov ◽  

The development of the Internet, the transition to the fourth technological order contributes to the quantitative and qualitative change in virtual organizations. A special place in the virtual environment is occupied by the gaming segment, the volume of which in 2018 reached over 116 trillion dollars, nearly doubling in the past five years. COVID-19 has undoubtedly played into the hands of the online gaming industry, increasing sales across all segments. This study analyzes the massively multiplayer online role-playing game that created the phenomenon of the virtual world. It is the virtual game worlds that have formed the niche of the virtual gaming commercial teams (VGCT`s), which specialize in the provision of services for the development of content produced by development organizations for user players. However, in order to successfully operate in the face of tough virtual gaming competition, a commercial team needs both an understanding of the business process and attracting sources of funding. The article discusses the strategy of forming the investment attractiveness of VGCT, as one of the key aspects of competitiveness. The paper presents the author`s definition of the investment attractiveness of VGCT, carried out SWOT analysis of the working VGCT “Zeta”, assessed the investment attractiveness on the basis of unidentified assets. The purpose of the study is to develop approaches to determining the investment attractiveness of VGCT in the specific conditions of the economy of the virtual world of multiplayer games. Brief statement of the problem is to substantiate the need of managing goodwill of a virtual organization as the main tool for increasing its competitiveness. The article used general scientific methods and methods of SWOT-analysis. The definition of the economy of the virtual gaming world of multiplayer role-playing online games is given. The essence of the concept of “investment attractiveness” is revealed in relation to a specific object of research – a virtual gaming commercial team, its assessment is carried out in the context of external and internal factors. It was determined that goodwill constitutes the basis of VGCT’s investment attractiveness, and the task of increasing the competitiveness of VGCT is inextricably linked with the management of goodwill as a set of unidentifiable assets.


2020 ◽  
Author(s):  
W.A. Hawkes-Robinson

Avedon's 1974 Interaction analysis has been very useful in explaining and developing role-playing games for various intervention goals. I created a "cheat sheet" that summarizes many pages of the concepts into one page, with specific notes for all role-playing game formats as per the Hawkes-Robinson RPG Model.


The article covers issues related to the psychology of KG Jung, namely with the transcendent function of the psyche. The basic concepts and provisions of the analytical approach of KG Jung are considered such as archetype, collective unconsciousness, player position, transcendence, transcendental function and others. The authors investigates such things as transcendent function of psyche as a necessary mental factor for the successful beginning and transference of the individuation process and relations between it and board role games. The article also pays attention to such an issue as the importance of creative activity manifestations for the normalization of the work of the transcendental function and the psyche as a whole. The phenomenon of board role games as manifestations of creative activity is considered. The study of the phenomenon of board role games and their possible connection with the state of the transcendent function of the psyche is considered due to the fact that board role games have gained significant popularity among young people. Peculiarities of game as a type of human activity and board role games in the process of transcendental function development of psyche are determined. The main types of role-playing games in general are named. Definitions of the basic concepts inherent in the subculture of board role-playing games today are given. The authors consider that during the board role-playing game, there is a violent activity of the collective unconscious archetypes, which in turn entails the need to use the transcendental function of the psyche of the players in order to become aware of these undefined mental contents. Based on the above, we can say that the article may be useful for professionals interested in the relationship of the Jungian approach with creative processes, namely its practical side, the importance of modern youth subcultures. Considering the results of the research, the conclusion was made that board role games are the factor in the development of the transcendental function of the psyche.


2009 ◽  
Vol 29 (4) ◽  
pp. 700-717
Author(s):  
Ana Alayde Saldanha ◽  
José Roniere Morais Batista

O Role-Playing Game (RPG) vem ganhando cada vez mais espaço entre os jovens no Brasil e na área da pedagogia, na qual vem sendo utilizado como ferramenta de aprendizado nas salas de aula. Este trabalho teve como objetivo determinar qual a concepção que os jogadores sistemáticos possuem a respeito dos jogos de interpretação de personagens, ou Role-Playing Games, bem como quais os fatores motivacionais que levam à prática desse jogo. Foi utilizado para a coleta dos dados um questionário sociodemográfico e uma entrevista semi-aberta, sendo esta última analisada com base em categorias determinadas a partir dos temas suscitados. As categorias demonstraram que o RPG é percebido como um teatro improvisado, uma forma de lazer, uma terapia, uma projeção de personalidade, um facilitador das relações pessoais e como uma confraternização com amigos. Foi determinado ainda que o principal fator motivacional dos jogadores era a amizade, a vontade de estar com os companheiros de jogo. Aparentemente, o jogo de RPG possui tanto características positivas quanto negativas, sendo que a diferença estaria na forma como é utilizado. O resultado da pesquisa abre caminho para futuros estudos sobre esse tipo de jogo que já se encontra inserido na cultura em massa.


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