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Michelle A. Hoyle's Library tagged worldofwarcraft   View Popular, Search in Google

Jun
12
2011

"Listen to anyone talk about schools today: classical education just can't keep up. In the digital generation's world of constant change, most schooling is profoundly boring. But what else is possible?

Imagine an environment where the participants are building a massive network databases, wikis and websites, and thousands of message forums, creating a large-scale knowledge economy. Imagine an environment where participants constantly measure and evaluate their own performance, even if that requires them to build new tools to do so. Imagine an environment where user interface dashboards are constructed by the users themselves to make sense of the world and their own performance in it. Imagine an environment where evaluation is based on after-action reviews to continually enhance performance; an environment where learning happens on a continuous basis, because the participants are internally motivated to find, share, and filter new information on a near-constant basis."

Based on Chapter 9 of their "A New Culture of Learning" book.

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Jan
30
2011

"Instead of logging onto Blackboard to complete homework this spring, students in one class will enter the "World of Warcraft" and "Second Life" to study the culture of online virtual environments.

"Discourses, Community, and Power in Virtual Worlds," or ENG 654, is open to students of all majors and interests. The course intends to adapt to an increasingly technological environment.

"We want them to get the experience of playing together with different characters that have to take on different roles to really get an experiential sense of how complex game play is in that environment," said English professor Elisabeth Hayes, who will teach the class with law professor John McKnight.

The class will meet in a physical classroom for half of its sessions and the rest will be held virtually in "World of Warcraft" and "Second Life.""

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Jan
26
2011

"Games make us happy because they are hard work that we choose for ourselves, and it turns out that almost nothing makes us happier than good, hard work. We don't normally think of games as hard work. After all, we play games, and we've been taught to think of play as the very opposite of work. But nothing could be further from the truth. In fact, as Brian Sutton-Smith, a leading psychologist of play, once said, "The opposite of play isn't work. It's depression.""

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Nov
16
2010

"The patch impressed and excited me in a way I hadn't felt for a long time in Warcraft. For it seemed to mark the culmination of a sometimes hesitant process of refinement which--via 21 major patches, to date--has since the game launched seen it gradually homing in on a particularly potent notion of fun and player involvement.

This shift has meant a move away from wasteful complexity, and towards creating as many decisions as possible that players find meaningful. In blunter terms, it's about pulling psychological levers more effectively--and pulling these for more different types of people. … Throughout the game, more is explained, and more is automated: the designers' own thinking is more clearly visible. A virtual world that six years ago felt esoteric, obtuse or just bloody-minded in places (running ten minutes in the form of a ghost in order to locate your corpse comes to mind) has become almost cosy. It no longer wants you walking for miles to locate a tiny object that can't be seen on a map, or slaying a hundred spiders to get one drop of poison. It wants you progressing, interacting, questing: knowing where the next objectives lie, and the ones after that."

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Oct
7
2010

"PARIS, France – October 7, 2010 – Blizzard Entertainment, Inc. announced today that the subscriber base for World of Warcraft®, its award-winning massively multiplayer online role-playing game (MMORPG), now exceeds 12 million players worldwide. This milestone was reached in the wake of the mainland Chinese launch of World of Warcraft’s second expansion, Wrath of the Lich King®, and also as global anticipation continues to mount for the December 7 release of the game's third expansion, Cataclysm™. "

worldofwarcraft subscriptions pressrelease blizzard

"Blizzard Entertainment, Inc. announced today that the subscriber base for World of Warcraft(R), its award-winning massively multiplayer online role-playing game (MMORPG), now exceeds 12 million players worldwide. This milestone was reached in the wake of the mainland Chinese launch of World of Warcraft's second expansion, Wrath of the Lich King(R), and also as global anticipation continues to mount for the December 7 release of the game's third expansion, Cataclysm(TM). "

worldofwarcraft subscriptions statistics article. gaming

Sep
8
2010

"Here’s the PDF (4MB) of my dissertation:, submitted to the graduate school on September 2, 2010:

Leet Noobs: Expertise and Collaboration in a World of Warcraft Player Group as Distributed Sociomaterial Practice" Mark was "… a PhD student in Ed Tech at the University of Washington looking at digital games as a way to promote active participation in social contexts as well as my own personal narrative with games."

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Aug
27
2010

"SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. I’ve republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products."

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Aug
4
2010

A conversation with Cory Doctorow plunges into the matter at hand so quickly that it's almost impossible not to imagine yourself falling through an internet-era rabbit hole of pop culture and technology. Doctorow is all about synthesizing ideas and spitting them out in as accessible a fashion as possible, and the ground he manages to cover in a single stride can be mind-boggling; he's a science fiction author, activist, journalist and blogger, father, gamer ... A former WoW player and husband of gaming standout Alice Taylor (also previously profiled here in 15 Minutes of Fame), he's widely known as the co-editor of Boing Boing and author of the bestselling young adult novel Little Brother.

goldfarming economics worldofwarcraft gaming 2biblio article interview

Jul
22
2010

"Game-play can teach you valuable leadership and strategy skills." Starbucks, TuCows, John Hagel, leadership.

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Most critics simply don't understand the social side of massively "multiplayer online games. Here's an exploration of something rather personal: the friendships my wife and I have made in Warcraft, and how games can function as a unique kind of social space."

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Jun
7
2010

"This is short film directed by Gavin Kelly ( http://www.piranhabar.ie ) we worked on a while ago called "Avatar Days". What makes this one special is the fact that it was filmed, vfx'ed and comped all in just 4 days. It was made as part of the "4 day Film" catagory in the Darklight Film Festival.

It follows 4 MMORPG players taking about their online persona's. As they tell their stories we see them go about their everyday lives against the mundane backdrop of city life...but as their Avatars."

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May
25
2010

"Blizzard EVP of product development Frank Pearce has told VG247 that World of Warcraft will return to growth this year, moving beyond the 11.5 million subs it’s been stuck at since 2008.

Speaking with Adam Hartley in an interview in London yesterday, Pearce told us that the launch of Cataclysm later this year, as well as the release of Wrath of the Lich King in China, will bring increased numbers to the MMO.

When asked if it had hit its peak as far as the number of players went, Pearce said: “No, I don’t think that at all."

worldofwarcraft subscriptions statistics demographics 2biblio article interview

May
10
2010

"In their continued quest to plumb the mysterious depths of human interactions, some sociologists have stopped watching people—and started watching their avatars. And the US government is paying them to do it.

While playing World of Warcraft and traipsing through Second Life might not sound like traditional academic disciplines, they are increasingly important for research into virtual communities. This burgeoning subdiscipline even has its own publication, the Journal of Virtual Worlds Research.

What gets studied? Gold farming, "goon culture," griefing, entrepreneurial activity, intimacy, even "The Visual Language of Virtual BDSM Photographs in Second Life," which appeared in the most recent issue of the journal. "

research books worldofwarcraft sociology

May
2
2010

"Hannu’s story started about 4 years ago. His friends were urging him to play World of Warcraft. At first, he was not interested. But after a little convincing, he bought an account from an acquaintance, which turned out to be mistake. But Hannu didn’t know that yet."

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"MMOGCHART.COM is dedicated to my research in tracking the growth of subscription-based Massively Multiplayer Online Games (MMOGs). The menu on the left is updated each version with new figures, charts, graphs, and my analysis. My work is wholly independent and free; if you find it useful please consider making a donation via PayPal.

If you have any questions, desire an interview, wish to provide numbers, or would like to hire me to consult on a MMOG project, please feel free to contact me."

mmorpgs statistics analysis blog worldofwarcraft

Apr
27
2010

"Regular readers know that I don’t play many massively multiplayer online games, but it turns out you don’t need to be a fan of the genre to get something out of Mr. Andrews’ book. In addition to providing advice on how to forge a guild’s identity, offering guidance in recruiting reliable people who are a good match for your guild, and giving tips on how to equitably distribute loot gained from raids, he also delivers insight into the people who invest significant chunks of their lives playing online games and the communities they create for themselves. "

bookreview article worldofwarcraft guilds communities leadership

"The Blizzard campus is a magical place, completely covered with the culture of the company and the art of its games. From statues, to murals, to jokes, this is where you dreamed video games are made when you were young. The campus houses offices, a theater, a museum, a library, a gym, and of course, the games are everywhere. Let's take a look at what we saw."

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"According to John Seely Brown, former director of Xerox PARC, massive multiplayer online games demonstrate ways in which groups can manage information and maximize learning. At a recent lecture as part of Stanford University's Entrepreneurial Thought Leaders series, Brown said that World of Warcraft guilds can serve as models for entrepreneurs in understanding how to succeed in a knowledge-based economy. "

seelybrown economics guilds worldofwarcraft 2biblio

Apr
8
2010

"Enter Jane McGonigal, game designer. She says that the video game-playing youth of today -- that's us, by the way -- have within us the power to save the world. I know, I know, sounds crazy, right? Well, put down that energy drink and listen in. Jane's mission is to "try to make it as easy to save the world in real life, as it is to save the world in online games." The basis of her theory lies in a few things: motivation, an investment of time and the need to be rewarded. Remember that time your guild downed Ragnoros? Or triumphantly came through to the end of ToC? Yogg-saron? How did you feel then?

That's right, you felt satisfied."

worldofwarcraft gaming motivation 2biblio article

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