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
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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
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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
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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
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What is Second Life?
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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
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Campus Design
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Virtual Campus in SL
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Design
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Research -- Shared
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Thomson NETg
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Virtual Classrooms
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Presentation Forums
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Dynamic Environment
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Legitimacy in the Academy
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Blended Reality Symposiums
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Amazon.com in SL Briefing
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Amazon.com SL
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Navigating the NMC
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Educational Events
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Teaching in Second Life
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Applied Learning
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Immersive Design
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Modeling the Problem
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Structural Designs -- Floating
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Evolutionary Design
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Scripting Ramapo’s Robots
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Diverse Virtual Spaces
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NMC Teachers’ Buzz Meetings
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NMC Campus Designers Electric Sheep Company
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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
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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
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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