Squire’s article presented several interesting points about
the world of online games. Squire notes that these spaces exist in a persistent
game world that morphs and changes even when the player is offline. Because of
the persistence of the game world and the avatars that inhabit it, players
develop different a different online identity, called pseudonymity in which
players can become merchants, architects, or warriors.
The best example of a persistent game word is
the MMORPG EVE Online where player
are spaceship captains in a huge game world. Unlike many MMO’s like World of Warcraft, where multiple
instances of the world are spread apart in servers, EVE houses all of its players in a single universe consisting of
thousands of star systems. EVE is
entirely player driven, meaning that the developers interfere very little with
the activities of players. This allows for a very dynamic game world, where
players can do as they please, often forming corporations where players carry
out their own business models that can vary from trading to mining to piracy.
Corporations can even officially declare war on rival organizations or drive
the prices of goods up in certain star systems.
An
open world like EVE online presents a
lot of educational opportunities for players. First it allows players to “do”
and “be” in an always-changing world where they can participate in different
professions where they can learn about the dynamics of trading, running a
corporation, or strategic battle. These experiences allow players to experience
a world with “perceptions, actions, conversations, and modes of expression.”
Awesome example of an always-changing world whether the player is online or not. FFXI online is another great example of this. In FFXIO, the player explores Vana'diel as an adventurer two specific classes. This in-game identity allows players to level up, auction things off (which alters the economy... player-driven, as well), kill mobs with other players, craft their skills, decorate their houses (for others to see) and take part in huge server-wide events like Campaign, Abyssea, Besieged, and much more.
ReplyDeleteAll of these activities can be done by every player in the world, which creates a dynamic world, as you said above. What's interesting about FFXIO online however, is that there are (well, were) 32+ servers. Each of these servers had different records to be broken, different economies, and different communities that were all unique due to the players actions around them. There are many different persistent game worlds within one game thanks to the players... that's pretty cool.
On learning through the game... I agree with Squire that games, MMORPGs especially, help improve literacy, social skills, and even typing skills. For example, my brother couldn't type out a well thought-out sentence with decent grammar and structure before starting FFXIO in 2006, and over the course of several years playing the game, has improved tremendously. He types a lot faster, too. He only learned to type better through socializing with other in-game players, though. These players taught him how to play the game using their keyboards and words. He modeled their efforts and learned to play the game himself, but in his own way.
Modeling "expert behavior" in FFXIO involves new players being scooped up, helped to defeat their first few mobs and gain their first few levels. If they meet someone kind enough, they can be "power-leveled" to a higher level with the help of healing spells and protective buffs. These "elite" players can educate the new player on the in-game processes and teach them how to operate in the world of the game. This "joint participation" enables the new player to understand the values of the game and apply them to their game play in a way that will help them succeed. All techniques involving learning in video games can be applied to real world situations and issues, which is why they're so valuable to education.