MMORPG: Difference between revisions

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* Implementation of "virtual universities" (digitalize existing practice of lecture halls, libraries, meeting rooms). There have been several attemps, but none really successful.
* Implementation of "virtual universities" (digitalize existing practice of lecture halls, libraries, meeting rooms). There have been several attemps, but none really successful.
* Various gaming and simulation worlds, e.g. in business, economy, sociology and history
* Various gaming and simulation worlds, e.g. in business, economy, sociology and history
* Modeling and [[micro-world]] environments for science phenomena (e.g. physics and biology)
* Modeling and [[microworld]] environments for science phenomena (e.g. physics and biology)
* Habitats for non-informal collaboration (e.g. as an alternative to [[instant messaging]])
* Habitats for non-informal collaboration (e.g. as an alternative to [[instant messaging]])


[[Category:Technologies]]
[[Category:Technologies]]

Revision as of 18:22, 26 June 2006

Draft

Definition

  • The global internal economy of these worlds is now bigger than the ones of small third world states.

Implementation

Popular environments

Multi purpose

Some people may argue that systems are not just games (i.e. they are virtual habitats). That is true, but they do contain games or "gaming" features.

Games

(there are many others !)

MMOPRGs in education ?

There is some potential in using its technology. Examples:

  • Implementation of "virtual universities" (digitalize existing practice of lecture halls, libraries, meeting rooms). There have been several attemps, but none really successful.
  • Various gaming and simulation worlds, e.g. in business, economy, sociology and history
  • Modeling and microworld environments for science phenomena (e.g. physics and biology)
  • Habitats for non-informal collaboration (e.g. as an alternative to instant messaging)