what can we learn from the world of warcraft and second life?
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What can we learn from the World of Warcraft and Second Life?. Cynthia Calongne Colorado Technical University. World of Warcraft. Over 6.5 million players Over 4231 custom interfaces (by players) www.curse-gaming.com Play styles: PvE, RP, PvP, RPvP Fantasy game setting: Horde vs. Alliance - PowerPoint PPT PresentationTRANSCRIPT
What can we learn from the World of Warcraft and
Second Life?
Cynthia Calongne
Colorado Technical University
World of Warcraft• Over 6.5 million players
• Over 4231 custom interfaces (by players)– www.curse-gaming.com
• Play styles: PvE, RP, PvP, RPvP
• Fantasy game setting: Horde vs. Alliance
• Immersive virtual world -- engaging and addictive
WoW Machinima
• Amish Paradise -- Weird Al Yankovic
• Billy McClure– Parody that follows the adventures of a young
night elf male in Elwynn Forest
• Winner of the Xfire World of Warcraft Machinima Contest (2006)– 1st Place Best Dance– 2nd Place Best Editing– 2nd Place Best Original Music
What Makes WoW Engaging
• Reward system -- loot, money, experience
• Engaging graphics, sound, animations, races
• Quests -- supports a variety of play styles
• Reputation & rank--faction and battlegrounds
• Customizable interfaces -- user control
• Interaction -- forums, player sites, chats
• Compelling social spaces--groups and guilds
• Skill development
What is Second Life?
Activities
• Creativity– Build, model, texture, associate and use
• Interaction– Social skill, collaboration and cooperative play
• Game– Logic/Puzzle, Mystery, Roleplaying (RPG), PvP– Need more Player vs Environment games**
• Skills– Music, art, fantasy, technology, applied skills
Campus Design
Virtual Campus in SL
Design
Research -- Shared
Thomson NETg
Virtual Classrooms
Presentation Forums
Dynamic Environment
Legitimacy in the Academy
Blended Reality Symposiums
Amazon.com in SL Briefing
Amazon.com SL
Navigating the NMC
Educational Events
Teaching in Second Life
Applied Learning
Immersive Design
Modeling the Problem
Structural Designs -- Floating
Evolutionary Design
Scripting Ramapo’s Robots
Diverse Virtual Spaces
NMC Teachers’ Buzz Meetings
NMC Campus Designers Electric Sheep Company
Virtual Learning Spaces
• Second Life provides an opportunity for – Collaboration and Community– Research– Use of Virtual Learning Spaces– Classes in World --
• Activity-based learning• Authentic assessment• Game-based culture• Easy interaction and navigation
Learning Activities• Conceptual
– Skill development– Knowledge acquisition– Leadership– Strategy– Tactics– Team building– Economics
• Activities– Building/creativity– Quests/discovery– Guide/mentor– Solve problems– Accomplish goals– Collaboration– Financial success
Conclusion
• Next Steps– Create activities that map to learning outcomes
• Reusable learning objects -- games, activities, etc.
– Design game-based worlds that provide immersive learning experiences
• Quests focus on discovery• Reward systems• Remains engaging, unlike many educational games
– Leverage virtual world capabilities to create and use temp-on-rez learning spaces
For More Information
Contact Cynthia Calongne at [email protected]