investigating the aspects of social education within team fortress 2 and implications for the...

13
Investigating the aspects of social education within and implications for the future

Upload: daveispez

Post on 08-Aug-2015

186 views

Category:

Entertainment & Humor


0 download

TRANSCRIPT

Page 1: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

Investigating the aspects of

social education within

and implications for the

future

Page 2: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

-First Person Shooter

-Exclusively online.

-Large focus on objective gameplay.

-Team-play crucial.

-TF2 usually seen as an immersive experience (Bennetsen, 2006).

Page 3: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

Social Education in Virtual Worlds

-Examples such as Call of Duty (which showcases technological differences as well as the state of the world during World War II or the Cold War era.

-Grand Theft Auto series paints unique portraits of cultural and social differences between different decades, with games in the series based in the 80’s, 90’s, 2000’s, and 2010’s.

Page 4: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

Social Education within TF2

-Team Fortress 2 has large focus on working as team, and helps teach fundamentals of teamwork and how to work as a unit to achieve a common goal.

-Players invest themselves socially andemotionally into the game (Arbaugh and Hwang 2006), falling into the team as a true team member.

-“Assist kill” system promotes partnership, feeling like you’re truly working together.

Page 5: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

Items and Trade System

-Random drops prevent players from buffing themselves to reach higher in-game levels.

-Shirky’s Core Principles for Online Communities, community builds,Valve lets them and supports them.

-Trade system promotes an in-game economy.

Page 6: Investigating the aspects of  social education within Team Fortress 2 and implications for the future
Page 7: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

Economy of the Virtual World

-Virtual economy used by many players to benefit in the real-world.

-Valuable items are often traded for money or video games.

-’Idling’ - (leaving the game idle within a specialised server to allow the player to receive their random weekly items)

Page 8: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

Identity within TF2.

-Items within game let player customise classes to a certain degree.

-Players can get carried away with taunting and antagonising opposite team; cyberdisinhibition (Goleman, 2006).

-Players may forget the consequences of their actions due to removal of immediate punishment, (Jakobsson, 2002).

Page 9: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

Social Identity of the Class System

-Classes each have different advantages and disadvantages that have to be considering when fighting for an objective.

-Strong examples are the use of Medics and Engineers.

-Players also tend to ‘connect’ with one main class that they will usually frequent.

Page 10: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

Future

-Could be used by real life teams or groups to help indulge in group activities promoting teamwork.

-The unique gameplay design could help military forces to develop ‘thinking outside of the box’ strategic thinking.

Page 11: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

-Violent nature of game prevents use with children, but could be effective with teens suffering from social anxiety disorders.

-Could have very effective use as a therapy.

-Removes the sudden and exposing wall of social situations and interactions.

-Future of virtual worlds is undoubtedly strong and likely to be filled with endless possibilities.

Page 12: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

References

-Bennetsen, H. (2006) Augmentation vs Immersion, [Online] Available at: http://slcreativity.org/wiki/index.php?title=Augmentation_vs_Immersion, Accessed on: 26th December, 2011

-Arbaugh, J.B. and Hwang, A (2006) Does "teaching presence" exist in online MBA courses? The Internet and Higher Education 9 (1), 1st Quarter 2006, Pages 9-21

-Shirky, C., "Broadcast Institutions, Community Values," Clay Shirky's Writing's about theInternet: Economics & Culture, Media & Community, Open Source, 9 Sep. 2002 , [Online] Available at:lmp://shirky.com/writings/broadcast_and _community.html Accessed on: 28th December, 2011

Page 13: Investigating the aspects of  social education within Team Fortress 2 and implications for the future

-Goleman, D. (2006) Cyber-disinhibition, What is Your Most Dangerous Idea?, Edge, [Online] Available at: http://www.edge.org/q2006/q06_5.html#goleman, Accessed on: 26th December 2011

-Jakobsson, M. (2002) Rest in Peace, Bill the Bot: Death and Life in Virtual Worlds, in R. Schroeder, (ed.) The Social Life of Avatars, London: Springer-Verlag, 63-76