Showing posts with label MMORPGs. Show all posts
Showing posts with label MMORPGs. Show all posts
Friday, November 13, 2009
My avatar, my self
Neuroscientists are looking into the relationship between self and avatar. A study of World of Warcraft players in their 20s (14 men and 1 woman) who spend an average of 23 hours a week in the game/world was recently presented at the Society of Neuroscience, NewScientist.com reports. From fMRI scans of the players' brains, the study found "next to no difference" in activity in the areas of the brain involved in self-reflection and judgment at times when the players were thinking about their virtual selves vs. times when they were thinking about their actual selves. "Disentangling how the brain regards avatars versus real individuals may help explain why some people spend large chunks of their life playing immersive online games," the study's lead author, Kristina Caudle, a social neuroscientist at Dartmouth University, said. In future, she wants "to study volunteers who spend less time playing World of Warcraft to see if there are differences in how their brains discriminate between real and virtual worlds."
Labels:
avatars,
fMRI,
MMORPGs,
neuroscience,
virtual worlds,
World of Warcraft
Thursday, August 13, 2009
World of Warcraft, MMORPGs in school
At Peggy Sheehy's middle school in Suffern, N.Y., the introduction of World of Warcraft (WoW) is going like this: first it's the focus of an after-school club, then "others joining us will be implementing it with the 'at-risk' student population [and] the 'gifted' student group," followed by regular classes "for specific content-area projects," Sheehy, a teacher and media specialist, said in an interview at WoW.com. As a high-level player of this multiplayer online game (or MMORPG) and guild founder herself, she's been exploring what can be taught with the multiplayer online game because she has already done a lot of teaching of everything from literature to body image for a health class in and with the virtual world Teen Second Life, and she saw some new opportunities in WoW, for example the opportunity to increase student engagement by teaching within a graphically compelling virtual environment. When that happens, she says, even reading levels go up: "My kids, who are 13 years old, are reading on a sixth-grade or a fourth-grade level in school when tested, but ... if you test them with the same methodology that you would test reading a John Steinbeck novel in school ... on World of Warcraft content, all of a sudden their scores are higher." Here's a site, created by educators (a collaborative Web site called a "wiki," as in Wikipedia.org), that's dedicated to developing lesson plans and other instructional tools incorporating World of Warcraft - so far for teaching math, writing, social interaction, digital citizenship, online safety, and 21st-century skills. [See also "Play, Part 2: Violence in videogames" and "Homeschooling with World of Warcraft", and "Can World of Warcraft make you smarter?" at MSNBC (for more on the body-image project, see Sheehy's answer to Question No. 13 on this page at RezEd.org).]
Labels:
education technology,
MMORPGs,
Peggy Sheehy,
World of Warcraft
Documentary on multiplayer online games
If parents want to understand what's so appealing about MMORPGs ("massively multiplayer online role-playing games"), they might check out a new documentary on the subject, Second Skin. Of the 50 million people who play multiplayer online games, 50% feel they are addicted, the doc reports. It offers insights into who plays these videogames, such as EverQuest and World of Warcraft (the latter grosses $1.2 billion a year, Second Skin reports). Viewers meet all kinds of players, from those who say they're addicted and how they became so to players who've fallen in love with each other in a game (before meeting offline) to "disabled players whose lives have been given new purpose to gold farmers, entrepreneurs and widows," its creators say, adding that "Second Skin opens viewers' eyes to a phenomenon that may permanently change the way human beings interact." On the subject of dating, the doc (which is about 90 min. in length), says one in three women gamers date someone they met in a virtual world and that, for every one female gamer, there are 10 single male gamers. The Guardian gives it a thumbs-up. If you have the time and interest, it's free for the viewing today here.
Labels:
EverQuest,
MMORPGs,
online games,
videogames,
World of Warcraft
Tuesday, January 22, 2008
Game worlds: Growth economy
The virtual economy is strengthening - for gamers, anyway. This is a business story, but of interest to us parents because it offers indicators of where the industry's going. Electronic Arts will soon be offering the next version of its popular Battlefield Heroes game for free, the New York Times reports. You heard right - it will be downloadable for free. EA will make its money on advertising and in-game sales of virtual gear - weapons, clothing, etc. This is not a big leap of faith, of course. EA tested the approach in South Korea, "the world’s most fervent gaming culture," according to the Times, which adds that "in 2006, the company introduced a free version of its FIFA soccer game there ... [and] signed up more than 5 million Korean users," generating more than $1 million a month in virtual-objects sales. [See also "Virtual money, real income" and "Converting virtual cash to real."]
Labels:
MMORPGs,
online games,
videogames,
virtual economy,
virtual objects
Wednesday, June 20, 2007
Job interviews in Second Life?!
Yes. Business suit not necessary, just send your avatar. The Wall Street Journal reports that a big recruitment-advertising firm hosted a job fair in the Second Life virtual world “with employers such as Hewlett-Packard Co., Microsoft Corp., Verizon Communications Inc. and Sdexho Alliance SA” and there’ll be another one in August. it’s now possible to meet with recruiters without actually showing up for a job interview.” So a ZDNET blogger decided that, with “future job prospects in mind,” it might be prudent to revise some earlier statements about Second Life, for example, changing this comment… “Second Life has gone from zero to cliche in record time as people sit around admiring their avatars. The dirty little secret: It’s a productivity drain”… to this view: “Second Life is great. I love my avatar, which is some rabbit type thing if I recall. It’s a great productivity tool.” Not that I’m suggesting we parents need to do any backpedaling from comments about teen time spent in virtual worlds. But a little open-mindedness might not hurt.
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