MMORPG: Difference between revisions

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== Definition ==
== Definition ==


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* The global ''internal'' economy of these worlds is now bigger than the ones of small third world states.
* 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. [[MUD]]s augmented with illustrations.


== Popular environments ==
== Popular environments ==
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* [http://www.uo.com/ Ultima online]
* [http://www.uo.com/ Ultima online]
* [http://everquest.station.sony.com/ Everquest]
* [http://everquest.station.sony.com/ Everquest]
== 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 [[micro-world]] environments for science phenomena (e.g. physics and biology)
* Habitats for non-informal collaboration (e.g. as an alternative to [[instant messaging]])

Revision as of 12:32, 27 May 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 micro-world environments for science phenomena (e.g. physics and biology)
  • Habitats for non-informal collaboration (e.g. as an alternative to instant messaging)