{"title":"Revisiting MMORPGs in Support of Learning","authors":"B. Anderson","doi":"10.4018/978-1-5225-7987-8.CH010","DOIUrl":null,"url":null,"abstract":"This enhanced chapter revisits a previous literature analysis of research on the potential educational benefits of the use of massive multiplayer online role playing games (MMORPG) by considering both changes in the medium itself and recent trends in research. Initially, a working operational definition of MMORPGs in education is considered in light of research to date with a focus on how MMORPGs differ from most video games in terms of types of player-game interaction, levels of player-player interaction, and environments in which interaction occurs. Next considering previous and current theoretical and empirical studies on MMORPGs from a variety of disciplines, including education, psychology, and linguistics, a conceptual framework for the use of MMORPGs in support of learning is created. Finally, an overview of current research trends in MMORPGs is provided, concluding with suggestions concerning future research of the use of MMORPGs in support of learning.","PeriodicalId":170896,"journal":{"name":"Emerging Technologies in Virtual Learning Environments","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Emerging Technologies in Virtual Learning Environments","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-5225-7987-8.CH010","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
This enhanced chapter revisits a previous literature analysis of research on the potential educational benefits of the use of massive multiplayer online role playing games (MMORPG) by considering both changes in the medium itself and recent trends in research. Initially, a working operational definition of MMORPGs in education is considered in light of research to date with a focus on how MMORPGs differ from most video games in terms of types of player-game interaction, levels of player-player interaction, and environments in which interaction occurs. Next considering previous and current theoretical and empirical studies on MMORPGs from a variety of disciplines, including education, psychology, and linguistics, a conceptual framework for the use of MMORPGs in support of learning is created. Finally, an overview of current research trends in MMORPGs is provided, concluding with suggestions concerning future research of the use of MMORPGs in support of learning.