MMORPG: Difference between revisions

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* Modeling and [[microworld]] 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]])
== Links ==
* [http://socialstudygames.com/ socialstudygames.com] (Research, News and Resources, papers online about online gaming and education)


[[Category:Technologies]]
[[Category:Technologies]]
[[Category: Virtual environments]]
[[Category: Virtual environments]]

Revision as of 15:56, 29 March 2007

Draft

Definition

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

Implementation

  • Some games use augmented technology (mixed reality or mobile technology, i.e. are integrated in real world space

Popular environments

Multi purpose habitats

Some people may argue that these 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)

Links

  • socialstudygames.com (Research, News and Resources, papers online about online gaming and education)