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What can we learn from the World of Warcraft and Second Life?

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

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What can we learn from the World of Warcraft and Second Life?

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  1. What can we learn from the World of Warcraft and Second Life? Cynthia Calongne Colorado Technical University

  2. 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

  3. 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

  4. 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

  5. What is Second Life?

  6. 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

  7. Campus Design

  8. Virtual Campus in SL

  9. Design

  10. Research -- Shared

  11. Thomson NETg

  12. Virtual Classrooms

  13. Presentation Forums

  14. Dynamic Environment

  15. Legitimacy in the Academy

  16. Blended Reality Symposiums

  17. Amazon.com in SL Briefing

  18. Amazon.com SL

  19. Navigating the NMC

  20. Educational Events

  21. Teaching in Second Life

  22. Applied Learning

  23. Immersive Design

  24. Modeling the Problem

  25. Structural Designs -- Floating

  26. Evolutionary Design

  27. Scripting Ramapo’s Robots

  28. Diverse Virtual Spaces

  29. NMC Teachers’ Buzz Meetings

  30. NMC Campus Designers Electric Sheep Company

  31. 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

  32. 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 Learning Activities

  33. 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

  34. For More Information Contact Cynthia Calongne at calongne@pcisys.net

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