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The Anatomy of a Gamer Kurt D. Squire Constance A. Steinkuehler University of Wisconsin–Madison 1972 Zork 1977 Pac Man 1980 Super Mario Bros. 1985 Tetris 1985 Mortal Kombat 1992 1972 1977 1980 1985 1990 1993 1994-2004 Quake 2. c. 1997 Ultima Online 1997 Railroad Tycoon 1998
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The Anatomy of a Gamer Kurt D. Squire Constance A. Steinkuehler University of Wisconsin–Madison
1972 1977 1980 1985 1990 1993
Rez 2001 Abstract Rhythm Games (Rez)
Syberia 2002 Adventure Games (Syberia)
Videogames are a push technology Dmitri Williams (2004)
Massively Multiplayer Online Games Which Videogames? PuzzleGames Real TimeStrategy First Person Shooter Arcade Games SimulationGames SportsGames Massively Multiplayer Online Games AdventureGames Role Playing God Games Abstract / Rhythm Games Survival Horror
Outline • MMOG Industry • What are MMOGs? • What activities constitute MMOGaming? • Literacy practices • Joint Problem Solving • Learning • Emergent Themes
MMOG Industry • 2003 U.S. Industry Profit Numbers • Gaming Industry $10.0 billion • Hollywood box office movies $ 9.5 billion • Music industry $14.3 billion • Home video rentals $19.0 billion √
MMOG Industry • 2003 U.S. Industry Profit Numbers • Gaming Industry $10.0 billion Online Games (2003) $ 1.9 billion Online Games (2009) $ 9.8 billion • Hollywood box office movies $ 9.5 billion • Music industry $14.3 billion • Home video rentals $19.0 billion • Virtual worlds are significant: • Larger populations than some major real cities • Larger economies than some major real countries • Substantial time investment • Diversity of those who play
What are MMOGs? • Highly graphical 2- or 3-D videogames • Online social interaction • Persistent virtual worlds • Real-time, perpetually accessible • Loosely structured by open-ended (fantasy) narratives, but… • Players free to do as they please • “Escapist fantasy” yet emergent“social realism” (Kolbert, 2001)
What activities constitute MMOGaming? • Literacy Practices • Joint Problem Solving • Learning
“The collapse of literacy and the rise of violence in the electronic age” ”These students will be doing more and more bad things if they are playing games & not doing other things like reading aloud…” “Video games have emerged as the fourth most dominant medium, displacing print media and vying with other major electronic media in the lives of both young adult and teenage males…” The Literacy Scare
“For the most part I enjoy finding my own information, it feels somehow rewarding because the majority of the informationI come by is from interactive online communities, like fansites and forums…”~Liadon, 22Oct04
MMOG Fan Websites Unofficial Fandom
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