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The Anatomy of a Gamer

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

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  1. The Anatomy of a Gamer Kurt D. Squire Constance A. Steinkuehler University of Wisconsin–Madison

  2. 1972

  3. Zork 1977

  4. Pac Man 1980

  5. Super Mario Bros. 1985

  6. Tetris 1985

  7. Mortal Kombat 1992

  8. 1972 1977 1980 1985 1990 1993

  9. 1994-2004

  10. Quake 2. c. 1997

  11. Ultima Online 1997

  12. Railroad Tycoon 1998

  13. Railroad Tycoon 1998

  14. Deus Ex 2000

  15. Frequency 2001

  16. Final Fantasy X 2001

  17. The Sims 2000

  18. Civilization III 2001

  19. Rez 2001 Abstract Rhythm Games (Rez)

  20. Syberia 2002 Adventure Games (Syberia)

  21. Full Spectrum Warrior 2004

  22. Lineage II 2004

  23. Star Wars Galaxies 2003

  24. Star Wars Galaxies 2003

  25. Videogames are a push technology Dmitri Williams (2004)

  26. 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

  27. Outline • MMOG Industry • What are MMOGs? • What activities constitute MMOGaming? • Literacy practices • Joint Problem Solving • Learning • Emergent Themes

  28. 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 √

  29. 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

  30. 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)

  31. What activities constitute MMOGaming? • Literacy Practices • Joint Problem Solving • Learning

  32. “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

  33. MMOGs Literacy Practices

  34. “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

  35. Official Fandom

  36. MMOG Fan Fiction

  37. MMOG Fan Websites

  38. MMOG Fan Websites Unofficial Fandom

  39. LoA website - entry

  40. LoA website - ranks

  41. LoA website - members

  42. LoA website - ss

  43. LoA website - stories

  44. LoA website - email

  45. LoA website - forums

  46. MMOGs Literacy Practices

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