Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Monday, 12 November 2012

The future of gaming

Games based learning is one of the most important strategies for 21st Century education. We have enjoyed playing games since time immemorial, and video arcade games such as Asteroids and Space Invaders of the 1970's were just the start of the emergence of digital games. Recently, with the development of handheld controls (such as the Nintendo Wii), 3D screens (Nintendo 3DS) and non touch gestural and voice controls (Microsoft's XBox 360 Kinect) games have become increasingly captivating, and have an immersive quality. Games, whether digital or analogue, have the capability to motivate learners, challenge them to improve their dexterity, problem solving and reasoning skills, encourage teamwork and collaboration (Nemerow, 1996) - especially social games such as World of Warcraft or Call of Duty - and performance is under constant peer review. These match some of the key skills required to succeed in the world of work where digital technology is prevalent. Thiagarajan (1998) believes that games have five major characteristics that are important for learning, These are conflict, control, closure, contrivance, and competency. Clearly, digital games have a great deal to offer the future of learning. So what can we expect of games based learning in the future?

Recent interviews in the magazine Short List by Ellison (2012) feature the opinions of several acknowledged video games experts. Ben Wilson, editor of Official Playstation Magazine UK believes that games will continue to improve in quality, with characters exhibiting more realistic human behaviour. Drivers in racing games for example, 'could be pressurised into making errors, footballers might make more realistic runs, or be angered into reacting to a late lunge or a dig in the ribs.' David Darling, who is one of the co-founders of Codemasters, sees games consoles becoming even smaller, and agrees with Wilson that the resolution of graphics will continue to improve. His main contention though is that games will become more augmented, and tied into the human emotions via retinal projection. Darling sees us playing games in the near future by proxy, controlling our avatars from a distance, with our senses stimulated so that we feel we are 'virtually there.'

Brain control is also something predicted by David Cage. The visionary designer who is behind PS3 games such as Heavy Rain and Beyond: Two Souls, believes that in the future, games playing will be radically different, requiring no controls. We will simply think our way around the game using our mind power, using directly implanted sensors. Jon Hicks, editor of Official Xbox 360 Magazine also takes a futuristic view. He feels that we have just about reached the limits of what we can achieve with screens and controllers. The next stage, he says, is to place the gamer even deeper into the virtual world. He believes that motion sensors will use information about our body postures, facial expressions and biofeedback to tap into our emotions, and then do 'amazing or even terrifying things with that information'. Combine this emotion tracking with augmented reality and we are approaching the ultimate experience. 'Imagine a Silent Hill game that can work out how scared you are, and change accordingly' he says, ominously.  

Whatever the future holds for gamers, we can be sure it will be different, more enhanced and more realistic than it is right now. So remember, the next time you venture into Azeroth, or don the hood of Connor Kenway, you may be taking your first steps toward a brave (and very scary) new world where reality blurs with fantasy, and where your learning will never be the same again.

References

Nemerow, L. G. (1996) Do classroom games improve motivation and learning? Teaching and Change, 3 (4), 356-361.
Ellison, J. (2012) You're going to need a bigger living room. ShortList, 8 November, 250, 49-52.
Thiagarajan, S. (1998) Ask Thiagi. Thiagi Game Letter, 1 (4), 6.

Photo by Steve Wheeler


Creative Commons License
The future of gaming by Steve Wheeler is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

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...