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Learning in massively multiplayer online games

Published: 22 June 2004 Publication History

Abstract

Given their increasing domination of the entertainment industry and wide spread popularity among a wide range of populations, massively multiplayer online videogames (MMOGs) are quickly becoming the form of entertainment and a major mechanism of socialization. Researchers have taken notice, and educational MMOGs are now beginning to emerge; however, there is a paucity of research on the actual culture/cognition of MMOGameplay, despite its necessity for sound theory and viable design. This paper outlines an ongoing cognitive ethnography of a currently thriving MMOG. Using discourse analytic methods, this project is developing a "thick description" (Geertz, 1973) of naturally-occurring gameplay, paying particular attention to the forms of socially and materially distributed cognition that emerge, the learning mechanisms embedded within community practice, and the ways in which participation shapes and is shaped by the situated (on-and off-screen) identities of its members. After outlining the data collection and analysis methods used, I present an illustrative analysis of selected data and preliminary findings specific to learning within this new virtual space for play.

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  • (2018)Playing in the Virtual SandboxInternational Journal of Game-Based Learning10.4018/IJGBL.20180701048:3(56-76)Online publication date: 1-Jul-2018
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Information

Published In

cover image DL Hosted proceedings
ICLS '04: Proceedings of the 6th international conference on Learning sciences
June 2004
677 pages

Sponsors

  • CDI: Center for Digital Innovation
  • CST: University of Southern California Center for Scholarly Technology
  • CRESST: Center for Research on Evaluation, Standards, and Student Testing
  • UC ACCORD: University of California All Campus Consortium on research for Diversity
  • CENS: Center for Environmental Networking systems
  • DiME: Center for Diversity in Mathematics Education
  • University of California, Los Angeles

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International Society of the Learning Sciences

Publication History

Published: 22 June 2004

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ICLS '04 Paper Acceptance Rate 88 of 88 submissions, 100%;
Overall Acceptance Rate 307 of 307 submissions, 100%

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Cited By

View all
  • (2019)"Do you work for aperture science?"Proceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3337766(1-8)Online publication date: 26-Aug-2019
  • (2019)The building blocks of an educational esports leagueProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3337738(1-11)Online publication date: 26-Aug-2019
  • (2018)Playing in the Virtual SandboxInternational Journal of Game-Based Learning10.4018/IJGBL.20180701048:3(56-76)Online publication date: 1-Jul-2018
  • (2018)Mediating Conflicts in MinecraftProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174169(1-13)Online publication date: 21-Apr-2018
  • (2017)The Interplay between Real Money Trade and Narrative Structure in Massively Multiplayer Online Role-Playing GamesInternational Journal of Computer Games Technology10.1155/2017/38539622017(1)Online publication date: 1-Feb-2017
  • (2017)Classroom implementation of a games-based activity on astronomy in higher educationProceedings of the 12th International Conference on the Foundations of Digital Games10.1145/3102071.3106364(1-3)Online publication date: 14-Aug-2017
  • (2017)Semantics of Intelligent Learning Environment (ILE)Proceedings of the 8th International Conference on E-Education, E-Business, E-Management and E-Learning10.1145/3026480.3026488(24-29)Online publication date: 5-Jan-2017
  • (2017)Analyzing gameplay data to inform feedback loops in The Radix EndeavorComputers & Education10.1016/j.compedu.2017.03.015111:C(60-73)Online publication date: 1-Aug-2017
  • (2016)Thousands of Positive ReviewsProceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing10.1145/2818048.2819934(691-704)Online publication date: 27-Feb-2016
  • (2016)Heterogeneous knowledge distribution in MMO player behaviorComputers in Human Behavior10.1016/j.chb.2015.09.03255:PA(455-467)Online publication date: 1-Feb-2016
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