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The Asian Media & Mass Communication Conference 2010 Osaka, Japan<br />

The Lessons I’m Learning Since I was Twelve:<br />

The Role of MMORPG in Molding the Gamers’ Knowledge<br />

Benedict P. Agulto, Ph.D<br />

Taylor’s <strong>University</strong> College, Malaysia<br />

Many studies have been conducted on identifying the effects of massively multimedia<br />

online role-playing games (MMORPGs) to gamers, but results delved mostly on its<br />

negative implications due to games’ inherent reputation and researchers themselves<br />

being onlookers rather than participants. To understand and, eventually, accept the<br />

role of MMORPG in formulating and molding gamers’ knowledge necessitates a<br />

deeper analysis of the intricate nature of the games’ content and architecture, and the<br />

act of gaming itself. This paper approaches the arguments behind the benefits of<br />

online games as social artifacts that require pragmatic rethinking as it is continuously<br />

being modified, developed, and enriched not only by its creators, but by the players<br />

themselves. The author studies these implications on the grounds that online games<br />

are fundamentally processual and established through collaborative enhancement of<br />

coordination, communication, and organization. To substantiate this argument,<br />

findings are drawn through interview and participant observation by the author, while<br />

theoretical and conceptual supports are provided using a range of social theories and<br />

related studies.<br />

K E Y W O R D S: Situated learning, MMORPG, World of Warcraft, Processual,<br />

Affordance, Skill, Coordination, Modding.<br />

1. INTRODUCTION<br />

With the increasing prominence of gaming, games scholars are presently starting to encourage and<br />

illuminate the media, academia, policy makers, and the public at large on accepting games as a<br />

supplementary form and space of learning. Also, the ubiquity of computer technology and Internet<br />

infrastructure pave the way for a stronger gaming community that prompt many to question its<br />

importance and contribution in molding knowledge and culture. Now is by far the best time for game<br />

scholars to undertake research endeavors that will surpass its previous ambitions. Computer games<br />

research today has undergone drastic changes and expansion as its specificities of digital play was<br />

first dwelled on by game scholars. Historically, the study of games may be told in many ways.<br />

Games may be considered as systems and critiqued as artifacts; rather than modern technological<br />

phenomenon (Aarseth, 1997; Jenkins & Fuller, 1995; Turkle, 1984). Eventually, the statute, game<br />

rules, and structure of the game were given more focus and analytical attention (Koster, 2004;<br />

Rollings & Adams, 2003; Zimmerman, 2003). Lastly, games were explored based on the stories it<br />

shares to its users (Copier, 2003; Frasca, 2003).<br />

Figure 1<br />

Textual Description of LambdaMOO<br />

83

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