Title :
Social Praxis Within and Around Online Gaming: The Case of World of Warcraft
Author :
Herodotou, Christothea
Author_Institution :
Inst. of Educ., Univ. of London, London, UK
Abstract :
Games change their form as technology changes its forms: from early single player or multiplayer co-located games, many games are now online, real-time, massively multi-player experiences. A current research challenge is to understand gamers´ persistent involvement with games by considering their social practices within and around the game. This is important as it may have an impact on how we design successful technology-enhanced learning experiences. A Massively Multiplayer Online Role-Playing Game (MMORPG), World of Warcraft was investigated. Data were collected from a large-scale online survey (1051 responses) as well as in-depth interviews. Findings revealed a range of collaborative and competitive relationships developed during gameplay. What motivates ongoing long-term participation was found to be social praxis along with significant others i.e., online and real-life friends as well as family members. Gaming becomes habitual when overcoming the boundaries of virtuality to become blurred with reality.
Keywords :
Internet; computer games; real-time systems; social sciences computing; virtual reality; MMORPG; massively multiplayer online role playing game; online gaming; real-time systems; social practices; social praxis; world of Warcraft; Educational technology; Internet; Large-scale systems; Microcomputers; Online Communities/Technical Collaboration; Process design; Subscriptions;
Conference_Titel :
Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), 2010 Third IEEE International Conference on
Conference_Location :
Kaohsiung
Print_ISBN :
978-1-4244-6433-3
Electronic_ISBN :
978-1-4244-6434-0
DOI :
10.1109/DIGITEL.2010.31