scholarly journals The relationships into the video games massively multiplayer online role-playing game (MMORPG)

Author(s):  
Alvaro Alfonso Acevedo ◽  
Jessica Alejandra Chaux Lizarazo ◽  
Ubaldo Enrique Rodríguez de Ávila
2021 ◽  
Author(s):  
Douglas Trueman

In 2003, Espen Aarseth proposed a framework for analyzing computer and video games, saying current methodologies borrowed too much from literature and film criticism, writing that video games exist in a “virtual environment” and that “this label fits games from Tetris to Drug Wars to EverQuest” (Aarseth, 2003, p.2). While it is fair to say that both Tetris and EverQuest are video games, this is all they have in common: Tetris is a game where a single player sorts falling geometric shapes while EverQuest is a Massively Multiplayer Online Role Playing Game with millions of players and a fantasy world similar to J. R. R. Tolkien’s The Lord of the Rings.


2021 ◽  
Author(s):  
Douglas Trueman

In 2003, Espen Aarseth proposed a framework for analyzing computer and video games, saying current methodologies borrowed too much from literature and film criticism, writing that video games exist in a “virtual environment” and that “this label fits games from Tetris to Drug Wars to EverQuest” (Aarseth, 2003, p.2). While it is fair to say that both Tetris and EverQuest are video games, this is all they have in common: Tetris is a game where a single player sorts falling geometric shapes while EverQuest is a Massively Multiplayer Online Role Playing Game with millions of players and a fantasy world similar to J. R. R. Tolkien’s The Lord of the Rings.


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.


Author(s):  
Sinem Siyahhan ◽  
Adam A. Ingram-Goble ◽  
Sasha Barab ◽  
Maria Solomou

In this paper, the authors argue that video games offer unique and pervasive opportunities for children to develop social dispositions that are necessary to succeed in the 21st century. To this end, they discuss the design of TavCats—a virtual role-playing game that aimed to engage children (ages 9 to 13) in understanding, acting upon, and coming to value being caring and compassionate. The authors' discussion takes the form of a design narrative through which they explain the connections between their theoretical commitments and design decisions. Specifically, they review four design elements they utilized in their design work: identity claims, boundary objects, profession trajectories, and cyclic gameplay. The authors briefly share their observations from a pilot study with children in an afterschool setting to illustrate how their design work might be realized in the world. They conclude their paper with a discussion of the implications of their work for designing educational video games for supporting social dispositions as well as academic learning, and future directions.


2010 ◽  
Vol 22 (1) ◽  
pp. 147-165 ◽  
Author(s):  
Minako O’Hagan

Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the unique localization model used by Final Fantasy’s Japanese publisher, illustrating how the games’ new digital platform allows the (re)creation of a new gameplaying pleasure directly through the localization process itself. In this model, the original game merely sets off a chain of improvements through localization. In turn, understanding the different pleasures drawn from different localized versions of games will contribute useful insights into emerging games research.


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