MMORPG – LEARNING TO “LIVE” IN A SYNTHETIC WORLD
MMORPG – LEARNING TO “LIVE” IN A SYNTHETIC WORLD
Author(s): Gabriela SarbuSubject(s): Education
Published by: Carol I National Defence University Publishing House
Keywords: MMORPG; synthetic worlds; virtual communication; gender identity; adolescent subcultures.
Summary/Abstract: Accordingly to a 2010 Conquer Online MMORPG official site survey, more than 50% from over 15500 voters are spending at least 4 hours per day immersed in their game. The profile of a MMORPG player is not similar with that of a video-gamer. Inhabiting a synthetic world is a cognitive learning process and interacting with the game itself and the other avatars can influence persons’ and also their in-game behavior. Is high-speed Internet, globally penetrating all major cities, able to transform a hobby into an addiction? This paper will try to seek for some gaming-related answers looking also at the users’ contribution on the game official or unofficial forums, because, similar to computer-otaku culture, this one is very dedicated, being not only bound to the in-game activities, and controversial, since one who doesn’t understand the gameplay won’t be very well accepted in gamers’ communities.
Journal: Conference proceedings of »eLearning and Software for Education« (eLSE)
- Issue Year: 7/2011
- Issue No: 02
- Page Range: 474-481
- Page Count: 8
- Language: English