This article discusses play in virtual worlds (focusing on World of Warcraft) with an emphasis both on the learning that takes place and the engagement. You'll have to log in with your Harvard ID to get the article, FYI.
"Our observation showed that players are motivated by the game's scope, rules, and scenario to create and participate in virtual communities, and share their knowledge with others, while newcomers are encouraged to engage in collective actions, and develop their skill base. We also found that although current MMORPGs have not been designed as instructional tools, they provide an excellent fantasy environment for intrinsically motivating learning, where players can experience the elements of challenge, curiosity, and control [30]."
"People engage in pervasive games that use the best of two worlds, the virtual and the physical, in order to offer to its players the sense of maximum enjoyment."
Jeremy Bailenson from the Virtual Human Interaction Lab (Stanford) talks at the Berkman Center about how the use of avatars fundamentally alters communication styles both in virtual and real world settings. (Includes video and slides)
Healthcare facilities are discovering that practicing in the virtual world can have major benefits in real life. Doctors, nurses and students are using online community to learn how to cope with crises, boost clinical skills and make their facilities more efficient.
After Second Life took the world by storm in 2005 and 2006, introducing many to a 3D environment in which they could create nearly anything they wanted, there hasn't been a major next step forward.
One could argue that virtual worlds have even taken a technological step backward, as most of the energy in the space these days is being put into building 2D Flash worlds for kids, or Facebook games played by the masses. It's big business, but hardly cutting edge.
The biggest danger at the moment for those who want to see rich, 3D virtual worlds take off right away is the massive popularity of social networks like Facebook and Twitter.
Virtual world that allows people to learn about ancient history is actually holding a live music festival in the virtual space to motivate new users to interact and to entice would-be users to download the software the game requires
3D immersive education environments will offer significant improvements over the normal face-to-face, traditional teaching and learning styles
real-time collaboration across geographical distance,
Virtual Technology for Education (VT4E) will study, implement, operate and support 3D virtual world environments for schools in Nigeria and other regions of Africa, using collaborative, state-of-the-art platforms and toolkits.
Cheong is down to playing two or three hours on "Starcraft" and "World of Warcraft" three times a week,
The South Korean government estimates that the country has 2 million citizens addicted to the Internet
Earlier this month a three-month-old baby girl succumbed to malnutrition while her parents spent 12-hour stretches in an Internet café playing the role-playing game Prius Online
22-year-old man returned to an Internet cafe to continue playing immediately after he murdered his mother, who had complained about his gaming habits. Physical exhaustion after long computer sessions has also caused deaths.
Internet addicts will also be offered free software with a timer that shuts down their computers or a "fatigue system" that bores players by making games slower and more difficult
Some of the suggested new measures to curb Internet addiction could collide with a gaming market that is expected to be worth $5.5 billion this year with a 17 percent growth rate
The companies make their money selling add-ons such as weapons, outfits and special abilities for the online characters.
Another novel idea to curb addiction is to punish excessive playing by confiscating gamers' virtual wealth.
We are examining various technological directions to prevent excessively continuous game play even for adults, and we are also discussing a special system that will allow children and teenagers to learn a healthy gaming habit,
This is an interesting article that speaks to the result of over-engagement. I wonder if this problem is specific to Korea and less so in other countries (if so, what is it about that environment that makes video games so addictive) or if it's only been studied in Korea but could be a similar problem in other parts of the world.
Somewhere deep down in my rational brain, I knew the hole wasn't real - that it was a virtual reality scenario in a cramped office at Stanford University, where the floor seemed completely pit-free until I put on a clunky piece of hardware called a "headmount."
But that headmount changed everything.
Virtual Education Oasis... humm? Where do you think we will be in 2044?
Author Ernest Cline, is interviewed about his novel Ready Player One, where "schools are built like palaces on the violence-free planet Ludus, and students take daytrips through both the Louvre and the human heart. These are but some of the benefits offered by the OASIS, a massive, multiplayer online game where most people in 2044 choose to spend their existence, away from the troubles of the real world. The OASIS combines the scope of a galaxy with the immersion of the Matrix; it is a near-perfect virtual reality."
This is very, very sad.
The irony of this tragedy should not be overlooked however. Obsession with virtual dependant leads to starvation of real child.
Kwedit, an online lending site, lets teens sign a virtual "play now, pay later" contract in exchange for real-world currency for virtual games.
Is this model really valuable for teaching credit responsibility, or does it take advantage of the draw of virtual games to make a profit...or both?
Seen as an educational experience, World of Warcraft does not belabor any one perspective, but offers people experiences relating to real social issues in a manner that encourages them to reach their own conclusions.
WoW does not indoctrinate people, but it allows people with a diversity of viewpoints to explore realms that are meaningful to them.
""For all intents and purposes, this is an economy that has activity equal to a small country in real life," Guðmundsson says. "There's nothing 'virtual' about this world.""
The Vatican embraces the use of digital media and social networks to promote dialogue among different communities, but cautions against "excessive exposure to the virtual world".