Move over Monopoly, here comes the MMO

MMOs are graphical two-dimensional (2-D) or three-dimensional (3-D) videogames played online, allowing individuals, through their self-created digital characters or "avatars," to interact not only with the gaming software but with other players.”

- Quote from Where everybody knows your (screen) name: Online games as “third places” by Constance Steinkuehler and Dmitri Williams


With the recent launch of the insanely popular MMO (Massively Multiplayer Online) game expansion Wrath of the Lich King (http://www.worldofwarcraft.com/index.xml), this topic seems even more relevant for today.  World of Warcraft is presently the most popular online game with 11 million subscribers worldwide (http://www.blizzard.com/us/press/081028.html), and with that number of people, it is a force to be reckoned with.  A venue with this many participants is a natural place for communication, and with WOW having a global community, culture plays a big role.  With such a diverse subscriber base, WOW is culturally relevant and in some circles a household name. I am sure most of you have either played WOW, or know someone who has.  Can a virtual environment like WOW be an effective communication tool?  A typical MMO like WOW is a global playing field that has built in tools to allow real-time chat, and only needs a computer and an Internet connection.  Basically, an MMO is a fancy social-networking site.


I have really only grazed the surface of my topic with this entry.  The article delves into the concept of how MMOs are a socially relevant environment.  It presents its case by using two independent research sources as proof.  The basis of the article is what is known as the “third place”, where the first and second are home and work respectively.  In this context, the venue of an MMO is this “third place,” a place for social interaction.  It presents two divergent ideas, one that this virtual interaction is both good for social behavior and another that it is bad.  I think that both of these ideas are true, as MMOs are populated by people, and people make or break social situations.



I will leave you with a quick trip to YouTube, where you can watch a trailer for the just released Wrath of the Lich King.  Enjoy, and until next time.....







References


O’Connor, Debra L. and Menaker, Ellen S. (2008). Can massively multiplayer online gaming environments support team training? Performance Improvement Quarterly,  21(3). http://dx.doi.org/10.1002/piq.20029


 Singh, Nitish and Arun Pereira. The Culturally Customized Web Site. China: Elsevier Butterworth-Heinemann, 2005.



 Steinkuehler, C., and Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places." Journal of Computer-Mediated Communication, 11(4), article 1. http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html


2 comments:

Hernando Planells said...

I have never heard of these computer games until several of my students told me about this truly amazing online world! I played monopoly and battle-ship but nothing as intricate as these games. I do find it a bit disturbing as I have read that adults and kdis would stay up for hours playing games such as that one...

Anonymous said...

This was great information. It sure broadened my horizons of something that I virtually knew nothing about. I am just amazed at what is out there. Maybe I need to start educating myself on the games that are available and start playing some of them.