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 [[ | * 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
Definition
- Massively multiplayer online role-playing games (MMORPG)s are a form of virtual environments or virtual habitats.
- The global internal economy of these worlds is now bigger than the ones of small third world states.
Implementation
- Most MMORPGs are implemented with 3D games engines, a form of desktop virtual reality technology.
- Some games use augmented technology or mobile technology, i.e. are integrated in real world space
- Some still popular games use text-based virtual reality, e.g. MUDs augmented with illustrations.
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.
- Second Life
- Entropia, includes a covertible cash economy !
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)