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Stephanie Fitzgerald

My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft | digita... - 1 views

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    Here is an ethnographer's in-depth look into World of Warcraft. From this site you can read the full book online, read an interview with the author, or listen to a podcast. The author "introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience."
Jennifer Jocz

News: 'The Warcraft Civilization' - Inside Higher Ed - 0 views

  • 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.
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    What one professor learned from playing World of Warcraft for 2,300 plus hours.
Jackie Iger

World of Warcraft skills save boy & sister from moose attack - Video Games Reviews, Che... - 4 views

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    I stumbled across this story and couldn't help but post...
Matthew Ong

Warcraft losing players - 0 views

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    It's had a great run, but two things players complain about. 1) Expensive compared to other free games 2) It's just not fun anymore
Stephanie Fitzgerald

Learning to fly in persistent digital worlds: the case of Massively Multiplayer Online ... - 0 views

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    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."
Briana Pressey

Can playing World of Warcraft make you smarter? - 1 views

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    A study on game-based cognitive training and performance.
Chris Dede

Singapore heritage game replaces fantasy with facts | Articles | FutureGov - Solutions ... - 2 views

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    A Singapore history game will resemble World of Warcraft
Cailean Cooke

Beyond the Game trailer - 1 views

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    Beyond the Game is a festival-acclaimed, award winning Dutch documentary by filmmaker Jos de Putter about the world of gaming. It is especially focused on Warcraft III.
Cailean Cooke

NYT article: Warcraft Avatars Find Real-life Love - 1 views

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    Two players who met in the World of Warcraft virtual world, wound up falling in real-life love.
Chris Dede

BBC News - World of Warcraft hobby sparks US political row - 5 views

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    not clear this will lose votes for her, given how many adults are into fantasy gaming. Shows how bizarre the political process has become
Gozie Nwabuebo

A Parent's Guide to 21st-Century Learning | Edutopia - 0 views

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    This guide includes world of warcraft in school and other games like The World Peace Game..
Jennifer Jocz

Computer games should be used to assess pupils' ability instead of traditional tests - ... - 1 views

  • games provide information when it is needed, rather than all at once in the beginning, and also provide an environment that is "pleasantly frustrating" because the tasks are challenging but achievable.
  • "We tend to teach science, for example, by telling you a lot of stuff and then letting you do science. Games teach the other way. They have you do stuff, and then as you need to know information, they tell it to you."
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    One professor's take on why computer games should be used to assess students
Soomi Hong

Online Game, Made in U.S., Seizes the Globe - 1 views

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    This aricle introduces "World of Warcraft", a fantasy game that has become a worldwide hit.
Parisa Rouhani

Virtually addicted: Weaning Koreans off their wired world - CNN.com - 1 views

  • 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
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  • 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,
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    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.
Jennifer Jocz

Why Everything Is Becoming a Game - 1 views

  • Over the last year, he started grading two of his classes (both involved with game design) using a system based on “experience points,” or XP, similar to the way gamers in World of Warcraft and other massively multiplayer games award points for various tasks. Students started the year at level one, with zero XP, and then gained points — and higher grades — by completing “quests” and “crafting,” which corresponded to giving presentations and doing exams and quizzes. Students also formed “guilds” similar to the gaming groups that rule WoW and other multiplayer games. Sheldon says that his students seemed far more engaged than they had been before.
  • The bottom line is that good games take advantage of people’s innate desire to compete with each other, but balance that with their need to receive rewards, including the approval of their peers — rewards that in some cases can be used to modify their behavior in certain ways. T
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    Interesting article about how certain features of video games (gaining experience points, forming guilds, etc.) are being incorporated in unexpected ways in our lives.
Sitao XIE

Want to Get Married in World of Warcraft? - Associated Content from Yahoo! - associated... - 2 views

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    Do anything you can't do in the real world in the game. That's the reason why it is so engaging.
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