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(Person) Percentage - Sabanci University Research Database

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

accomplishing tasks challenges gaming scholars of the realism that virtual worlds bring about. The<br />

sensorial incorporation of crisp video and audio facilities into the games have made it compelling to<br />

the players (Rigby and Przybylski, 2009; Silverman and Simon, 2009). Furthermore, Chen (2009)<br />

mentioned that for the players to kill the bosses, raiders simplify the almost real visual and audio<br />

experience of the game to create useful forms of knowledge and skills. Furthermore, this paper also<br />

aims to construct an understanding of the knowledge and skills acquisition in the ‘free labour’<br />

concept exemplified by modders through its game modification and patches.<br />

For some, virtual realities are liberating spaces where players can free themselves from the “actual”<br />

surroundings. As Boellstorff (2008) pointed out in his anthropological study of Second Life, all<br />

human existence is “virtual”; therefore, must be contrasted to “actual” instead of “real” because both<br />

worlds inside and outside of the game are “real”. Although this is the case, “these two domains are in<br />

competition with one another” (Castronova, 2007) because of the fast technological advances on<br />

gaming programs as well as the hardware. The sensorial realism brought by these advances, in return,<br />

results to immersion and disattachment with the actual world. Boellstorff (2008) further explained<br />

that the “sociality of virtual worlds develops its own terms; it references the actual world but is not<br />

simply a derivative of it” hence, it may be considered as culturally mediated and a “legitimate site of<br />

culture” that legitimizes virtual worlds as fieldsites for scholarly research.<br />

The study was guided with the following research questions:<br />

RQ1: What knowledge is acquired by players of MMORPG, most specifically, during a collaborative<br />

gaming of WoW timed-quest?<br />

RQ2: In the motivation of modders to create mods, what consequential knowledge is formed?<br />

2. BACKGROUND TO THE STUDY<br />

The sections below discuss the research traditions in games study and a background of the World of<br />

Warcraft.<br />

2.1. Studying Games<br />

There are two perspectives on understanding games depending on the type of knowledge being<br />

argued on. One perspective that is important to be taken into consideration is the examination of the<br />

direct transfer of skills. Games and simulation on this perspective may be examined based on how it<br />

can teach skills and impart knowledge to its users (Bransford & Schwartz, 2001; Gredler, 1996;<br />

Prensky, 2000) or the impact of games on violence and aggression (Anderson & Ford, 1968; Calvert<br />

& Tan, 1994; Schutte, Malouff, Post-Gorden, & Rodasta, 1988).<br />

Second, games may be examined in relation to theories of situated learning and knowledge (Barab &<br />

Duffy, 2000; Brown, Collins, & Duguid, 1989; Jenkins & Squire, 2004, Squire, 2002). This research<br />

framework analyzes how games offer new subliminal ways of learning and provide the conditional<br />

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