Showing posts with label MMORPG. Show all posts
Showing posts with label MMORPG. Show all posts

Thursday, 12 November 2009

En masse, online

This post is a continuation of Wednesday's post entitled: Virtual Clans

Still other virtual clans are emerging from the cultures surrounding online leisure activities such as massively multiplayer online role-playing games (MMORPGs), strategy games and transnational special interest groups that meet en masse, online. In massively multiplayer online gaming, the ‘clan’ (sometimes referred to as ‘guild’) is the name used to describe a group of individuals who play competitively against other clan groups. One very popular online role-playing game, World of Warcraft, has millions of adherents who compete seriously on a regular basis in guilds with strangers they become very familiar with but never meet face to face. MMORPG clans who engage with war games sometimes name their virtual clans after real or fictitious military divisions or armies. They may further identify themselves as members of their clan by creating uniformly themed avatars (their digital altar egos) to represent themselves within cyberspace. World of Warcraft even introduced digital tabards which could be adjusted electronically to show unique features that identify a particular guild. Members then purchase their own for their avatar to wear, thereby identifying more closely with their virtual kin group.

Furthermore, virtual clans often develop their own closed newsgroups and e-mail listings to keep their geographically distributed members informed. In MMORPGs, clans can identify themselves further by developing their own virtual territories, building businesses, and earning virtual currency (Childress & Brasswell, 2006). They can be fiercely competitive and often take immense pride in their achievements at the expense of rival clans. As virtual clans become larger and more organised they also tend to become more hierarchical, even electing their own leaders – clan chieftains, and developing their own unique ‘tags’ which can be used to visually identify themselves as clan members in text communication.

In Second Life, a 3-D multi-user virtual environment (MUVE) which at the time of writing has reached in excess of 8 million subscribers, there is a distinct differential between those SLifers who own land and commodities, and those who are simply ‘visiting’ and making use of these commodities. The traders and the consumers are a reflection of real life, so in effect, in-world experience mirrors our observations of real life. The use of avatars is a departure from real life with many SLifers participating in the practice of gender swapping. Even more strangely, some SLifers employ avatars that represent themselves as animals of all kinds, some common, some exotic. Still others choose to present themselves as fantasy figures, such as characters with Anime cartoon features, or aliens, wizards, pixies or fairies. Yet the clear distinction in Second Life is between the traders and those who purchase. The SLife tribe thus has at least two distinct clans, and it is highly likely that others will emerge as Second Life and other MUVEs become better established.

Tomorrow: The Tribal Web

Reference

Childress, M. D. and Brasswell, R. (2006) Using Massively Multiplayer Online Role-Playing Games for Online Learning. Distance Education. 27 (2), 187-196.

Image source

Friday, 13 February 2009

Being there

Well, I finally managed yesterday to get some time to complete a proposal for a workshop at ALT-C 2009. I co-authored the abstract with Tara Alexander, who is in the Faculty of Health and Social Work here at the University of Plymouth. I won't spill the beans on the workshop topic just yet, but it is ironic that, if it is accepted, and we both travel for several hours all the way up to the University of Manchester to present it, that most of it could be done remotely without us, or any participant, actually being there. People will be able to participate for most of it sat at home on their Internet linked computers if they choose. It's nothing new. I have been delivering remote classes for over 15 years and so have others. But I still find it interesting after all these years that people still want to come together face to face to do workshops, seminars, participate in lectures and demonstrations, and generally network in a co-present manner. This despite all the issues of travel pollution, rising fuel prices, travel delays, terrorist threats, stress and anxiety, and so on.

People still have an innate need to meet together face to face, and just about every survey and study I have read on the subject reports that face to face is still valued as the richest social experience. Well - of course - you reply. Yet I wonder just how long this might last, with emerging technologies increasingly mimicking and even replicating co-present experiences.

Second Life has its detractors, but the majority of SLifers I have spoken to talk about the 'other worldliness' and addictive interactive nature of the multi-user virtual environment saying they love it and invest a 'lot more time on it than they should'. Millions of people play almost obsessively on massively-multi player online role-playing games (MMORPGS) such as World of Warcraft and interact socially on another plane. My own children spent an inordinate amount of time on MSN and Bebo talking to their friends in the evening, even though they have spent all day at school with them. We are a technologically mediated society, and I could go on, and on, and...

Here's a question: Is Western industrialised society becoming a world in which we are reluctantly substituting our favoured forms of communication for synthetic versions? Are we migrating to virtual forms of social interaction because we don't have the time or space to meet personally anymore? Or is it simply the case that we are learning and practising new communication skillsets as we increasingly spread our lives ever more thinly across so many spaces and technologies?

I'm looking forward to going to ALT-C again this year - I will be there physically, but I will also be there virtually through my blog, Twitter, Flickr, Blip.tv, Crowdvine... through my iPhone...

Wednesday, 19 September 2007

There or thereabouts ... Metaplace launched

Critics of Second Life and other 3-D virtual worlds found online should prick their ears up at this one... A new pc based (and simple to set up) 3-D virtual world generator is available, thanks to MMORPG Ultima Online creator Raph Koster. Announced on the BBC online news service today, the software, called Metaplace, apparently works from mobile phones too. Users can make virtual worlds in seconds using simple 'building blocks' very similar to SL prims, and without having to know a thing about scripting or programming. Sound like a dream? Maybe, and if they can keep it simple, it may be a winner.

One of the main criticisms of Second Life is that it takes so damn long to set up a 3-D environment, and for many moving around is a little like learning to walk all over. Another criticism is that SL is a bit like a 'ghost town' with more than 8 million subscribers worldwide, but very few actually in evidence in world. Whatever has been said already, it looks like Linden Labs (and There.com) have a serious rival. Anyone with experience of Metaplace - let us know how you have got on. Oh, and thanks to Helen Keegan who drew my attention to it this evening...

Monday, 26 March 2007

Second Life again

Found an interesting article about Second Life and other MMORPGs and their use for learning today. It was published in 2006 in the journal Educational Technology and Society by Aaron Delwiche and is entitled: 'Massively multiplayer online games (MMOs) in the new media classroom'.

Here's the abstract: Recent research demonstrates that videogames enhance literacy, attention, reaction time, and higher-level thinking. Several scholars have suggested that massively multiplayer online games (MMOs) such as Everquest and Second Life have educational potential, but we have little data about what happens when such tools are introduced in the classroom. This paper reports findings from two MMO-based courses in the context of situated learning theory. The first course, focused on the ethnography of on-line games, used the game Everquest as a vehicle for teaching research methods to 36 students in an undergraduate communication course. The second course used the game Second Life to teach the fundamentals of video-game design and criticism. Synthesizing comments from student web logs with data collected from followup surveys, the paper highlights key findings and offers concrete suggestions for instructors contemplating the use of multiplayer games in their own courses.

The author concludes...

Recommending that potential virtual environments be selected on the basis of genre, accessibility, and extensibility, it is suggested that game-based assignments are most effective when they build bridges between the domain of the game world and an overlapping domain of professional practice.