Massively Multiplayer Online Role-Playing Games (MMORPGs)
Emmanuel Mitchell
Prof. Donald G. Moore, Jr., PhD.
CIS375: Human Computer Interaction
December 16, 2014
Massively Multiplayer Online Role-Playing Games (MMORPGs)
Massively Multiplayer Online Role-Playing Games are played all over the world. These role playing games allow hundreds of thousands of players to compete against each other via the internet in a virtual world. In these virtual worlds the players are also allowed to interact socially. The highly strategic game of chess is a popular board game that MMORPG technology resulted in players from all over the world to enjoy the competition of the game with players from different regions of the world, forgoing the
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Players would only have to log onto the Internet and in a matter of minutes engage in a game of chess; as opposed to having to go to a park, recreation center, and/or friend’s house to play a game of chess. The impact of MMORPG on the game of chess is a higher level of social interaction in terms of frequency, logistics, and availability. Smart-phone, tablet, laptop, and MMORPG technology has made it possible to engage in a game of chess on the move. For example, users can engage in a game of chess while in waiting rooms, while traveling, and/or while watching the kids play. This type of mobility and social interaction is unique to MMORPG. Solid friendships are sometimes forged to include romantic ones online, aside from the dating sites and MMORPG is a part of that.
Chess players, no matter the performance level, are able to participate and improve themselves in the game of chess. An individual can also use chess game websites to learn how to play chess. In this regard, MMORPG improves a user’s ability to play chess. MMORPG and the widespread interaction it provides allows for a user to have multiple instructors and/or mentors as it pertain to the game of chess. These games allow the user to set learning objectives as it pertains to reaching a certain level of the game (Association, 2011). MMORPG has huge instructional potential that can teach real-world skill that can be used in the work place
In today’s society video games have a large influence on people. We also might be driven to the point of where we are dependent on them. In fact, being so engulfed in video games could help children become more focused.In fact, parents would probably disagree and say that video games wouldn’t be essential to learning because it would probably be considered a waste of time for children and time-consuming. Parents would also disagree with the content of what is in the game, but there is a great possibility that video games could actually make us smarter. Steven Johnson explains that the games we are used to playing can improve our visual intelligence and that it would be good to learn new strategies through gaming. Video games should be an
M. E. Rutger Engels and Adam Lobel. The research journal explores the benefits of playing video games. Similar to Jane McGonigal, the authors of the journal state that video games can be motivational, important for social bonds, research and so much more. The source of motivation for gamers is failure, players try their best. When they do fail it does result in [A]nger, frustration, or sadness, although players often do feel these negative emotions intermittently. Instead, or as well, players respond to failures with excitement, interest, and joy” (Granic et al 71). Essentially players get a sense of optimism from playing video games. Similar to the primary source, Granic et al state that players do not give up when they do lose in a game. Instead they persevere and become better. The research journal includes a study conducted in the U.S in which it [S]howed that adolescents who played games with civic experiences (e.g., Guild Wars 2, an MMORPG, or massive multiplayer online role-playing game) were more likely to be engaged in social and civic movements in their everyday lives (e.g., raising money for charity, volunteering, and persuading others to vote) (Isabel Granic et al. 73). This is similar to Jane McGonigal statement in the primary source. She also believed playing video games leads to players feeling extremely well about themselves. This then encourages them to help others and causes bigger than
The social benefit that gaming has is a way to interact better with others and allows for an alternative way to learn. Runescape, a well-known Massive Multiplayer Online Role Playing Game (MMORPG), has affected the lives of many people because of
Online gaming is big business these days, with thousands of people connected to each other every
In the individualistic game-based learning situation, students were again asked to sit at their own desks and played the game individually against the computer. But this time no scores were compared against other students. Meaning, no individual gaming ranks were announced at the end. They would solely measure and compare their own learning improvement skills based upon the gaming score record and the number of game levels they completed within each gaming session. (Ke, F., 2008)
Our engaging simulation allows students to both compete and cooperate with each other in a multiplayer game that is partially physical. Students experiment with different government set-ups and solutions to social and physical issues without real life consequences. Students are incentivised by their own small businesses and own their creations in the game. Shared objectives (Pandemic style) to keep the virtual people healthy and happy are hard to achieve but require teamwork to meet common objectives. Students have an emotional investment in the outcome of their cities and companies, similar to role playing, but the role you are playing is as yourself. Although not on-par with commercial graphics and action we exceed in social engagement, strategy, complexity, and time on task (school time) unlike many games on the market today.
Video games plays an important role in the cognition process in many of this generation children. This statement is the main point of this TedTalk arguement led by Gabe Zichermann in the presentation called “Video Games: How Games Make Kids Smarter”. Gabe Zichermann is the world’s leading expert in the topic of gamification; he is also a public speaker, author and entrepreneur, and the founder and editor-in-chief of a magazine called “Gamification.co”. Gabe Zichermann discusses that generation G (the current generation) obtain, learn and process information differently compared to any other generation. The term “gamification” is the application of gaming mechanisms in non-game circumstances and is the process of engaging the current generations
Although that I hear from my doctor and others that too much video games playing is not good for me, I am not sure that I would totality agree to it. So, can playing one or more video games quite a bit teach me life skills? From my reading of Gerald Graff’s Essay, I feel that I can use academic skills that I have learned to skillfully play in all sorts of games. My innate knowledge of how to play video games can be considered hidden intellectualism because it allows me to use intellectual skills such as perspective, thinking critically, and creativity. My focus on this paper will be about developing several types of life skills such as strategizing, multitasking, teamwork, and patience that comes from playing video games from different genres.
Regardless of the positive or negative effects on the brain, People from all walks of life have benefited from the use of video game simulation. Video games have been very instrumental in providing both Physicians, Airplane Pilots, and Air Controllers simulated training scenarios in their perspective fields.
In the article, “Hyperconnected,” Nicholas A. Christakis and James H. Fowler discuss the development of identities that are constructed from social networks. They use World of Warcraft to illustrate their main point, which is integrated with logical appeal (Logos) and ethical appeal (Ethos). Certainly, Nicholas and James comprehend that technology has blossom throughout the years, thus leading to the innovation of the printing press, the television, and the Internet, components that we depend on a daily-basis. Here they state that “Within this game, people form friendships, have sustained interactions as groups, communicate using instant messaging, collaborate to achieve shared goals, engage in economic transactions, and fight
A well-designed simulation meets all of John Keller’s goals in the ARCS model (attention, relevance, confidence and satisfaction). It presents a problem to be solved, allows the learner to make choices, shows the consequences of those choices, and builds confidence in the learner when the problem is mastered.
Current education systems are failing to give learning material to students in a way that they understand. Most students don’t care about their education because they think it’s boring and unnecessary. Students feel if the homework or lesson is too hard they won’t give it their best work. We should use video games as a new source of teaching. Students can benefit from video games because it’s a fun interactive way of learning, improves a student 's thinking ability, and increases participation.
Video games can be used as instructional tools as well. They have positive elements and add value; they create a micro world of their own. The players act based on natural tendencies towards learning. Therefore, learning occurs while playing (Rosas et al., 2003).
Development in technology brings many things that people don't have many years back. One of these things is online gaming that is provided by the internet.
Online gaming has grown rapidly around the world over the past several years. While many developing countries from the west have initiated much more developed and modern technology to help enhance gaming capabilities and their market, few eastern countries like Korea and China have lead the world in the developments of online games. The fast and high developments of online games in these eastern countries are so broad that it’s even part of their growing culture. Dal Yong Jin states, “Korea’s rapid growth in the online game market has been unique in terms of the growth of its domestic online game industry, the dominance of its local games in the global market, and the degree to which its youth culture is embedded in online gaming.” Not only does the gaming culture and economy in Korea benefit themselves, but also affects the U.S. and many other western countries in terms of the global game market and it’s expected rapid growth in the near future. Around 2006, the online game market was estimated to be valued around 4.98 billion dollars and has grown to as much as 11.88 billion dollars in 2011. Contributing to about half of that value was the Asian market with Korea instituting the largest and most viable market in the world. With such a rich and growing sector in the global market, online gaming has become an expanding form of entertainment that has turned from being just a leisure