What can we learn from the World of Warcraft and Second Life - PowerPoint PPT Presentation

1 / 34
About This Presentation
Title:

What can we learn from the World of Warcraft and Second Life

Description:

Play styles: PvE, RP, PvP, RPvP. Fantasy game setting: Horde vs. Alliance ... Music, art, fantasy, technology, applied skills. Campus Design. Virtual Campus in SL ... – PowerPoint PPT presentation

Number of Views:117
Avg rating:3.0/5.0
Slides: 35
Provided by: drcyn1
Category:

less

Transcript and Presenter's Notes

Title: What can we learn from the World of Warcraft and Second Life


1
What can we learn from the World of Warcraft and
Second Life?
  • Cynthia Calongne
  • Colorado Technical University

2
World of Warcraft
  • Over 6.5 million players
  • Over 4231 custom interfaces (by players)
  • www.curse-gaming.com
  • Play styles PvE, RP, PvP, RPvP
  • Fantasy game setting Horde vs. Alliance
  • Immersive virtual world -- engaging and addictive

3
WoW Machinima
  • Amish Paradise -- Weird Al Yankovic
  • Billy McClure
  • Parody that follows the adventures of a young
    night elf male in Elwynn Forest
  • Winner of the Xfire World of Warcraft Machinima
    Contest (2006)
  • 1st Place Best Dance
  • 2nd Place Best Editing
  • 2nd Place Best Original Music

4
What Makes WoW Engaging
  • Reward system -- loot, money, experience
  • Engaging graphics, sound, animations, races
  • Quests -- supports a variety of play styles
  • Reputation rank--faction and battlegrounds
  • Customizable interfaces -- user control
  • Interaction -- forums, player sites, chats
  • Compelling social spaces--groups and guilds
  • Skill development

5
What is Second Life?
6
Activities
  • Creativity
  • Build, model, texture, associate and use
  • Interaction
  • Social skill, collaboration and cooperative play
  • Game
  • Logic/Puzzle, Mystery, Roleplaying (RPG), PvP
  • Need more Player vs Environment games
  • Skills
  • Music, art, fantasy, technology, applied skills

7
Campus Design
8
Virtual Campus in SL
9
Design
10
Research -- Shared
11
Thomson NETg
12
Virtual Classrooms
13
Presentation Forums
14
Dynamic Environment
15
Legitimacy in the Academy
16
Blended Reality Symposiums
17
Amazon.com in SL Briefing
18
Amazon.com SL
19
Navigating the NMC
20
Educational Events
21
Teaching in Second Life
22
Applied Learning
23
Immersive Design
24
Modeling the Problem
25
Structural Designs -- Floating
26
Evolutionary Design
27
Scripting Ramapos Robots
28
Diverse Virtual Spaces
29
NMC Teachers Buzz Meetings
30
NMC Campus Designers Electric Sheep Company
31
Virtual Learning Spaces
  • Second Life provides an opportunity for
  • Collaboration and Community
  • Research
  • Use of Virtual Learning Spaces
  • Classes in World --
  • Activity-based learning
  • Authentic assessment
  • Game-based culture
  • Easy interaction and navigation

32
Learning Activities
  • Conceptual
  • Skill development
  • Knowledge acquisition
  • Leadership
  • Strategy
  • Tactics
  • Team building
  • Economics
  • Activities
  • Building/creativity
  • Quests/discovery
  • Guide/mentor
  • Solve problems
  • Accomplish goals
  • Collaboration
  • Financial success

33
Conclusion
  • Next Steps
  • Create activities that map to learning outcomes
  • Reusable learning objects -- games, activities,
    etc.
  • Design game-based worlds that provide immersive
    learning experiences
  • Quests focus on discovery
  • Reward systems
  • Remains engaging, unlike many educational games
  • Leverage virtual world capabilities to create and
    use temp-on-rez learning spaces

34
For More Information
Contact Cynthia Calongne at calongne_at_pcisys.net
Write a Comment
User Comments (0)
About PowerShow.com