DocumentCode
2187785
Title
Supporting Coursework in an Online Gaming Environment
Author
Peters, Matthew
Author_Institution
Sch. of Inf. Sci. & Technol., Penn State Univ.
fYear
2004
fDate
30-30 Sept. 2004
Firstpage
287
Lastpage
288
Abstract
As video games are growing in popularity among a wider audience, new challenges and opportunities are arising for game-oriented research. For example, one characteristic of many modern games is an infrastructure for collaboration - game environments often involve multiple players who either compete or collaborate to accomplish individual or shared objectives. Support for collaboration makes certain game activities possible, but also has initiated a number of virtual communities, i.e. the players who regularly plan ahead to meet within a gaming environment (such as the large groups of Everquest players or the new and extremely popular Warcraft game). Our research begins with the premise that online communities of this sort might have other benefits, such as supporting collaboration and community in other online activities. Currently, we are initiating a project that will explore the relationship of identity establishment in online gaming environments with students´ willingness and desire to participate in other online activities (e.g. group projects)
Keywords
computer games; groupware; virtual reality; collaboration support; online gaming environment; video games; virtual environment; Computer industry; Computer science; Educational institutions; Engineering profession; Games; Information technology; Online Communities/Technical Collaboration; Personnel; Toy industry; Virtual environment; Virtual Environments; gaming; gender; identity;
fLanguage
English
Publisher
ieee
Conference_Titel
Visual Languages and Human Centric Computing, 2004 IEEE Symposium on
Conference_Location
Rome
Print_ISBN
0-7803-8696-5
Type
conf
DOI
10.1109/VLHCC.2004.52
Filename
1372343
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