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(Person) Percentage - Sabanci University Research Database

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

frames of creating new ways of knowing. Gee (2003) argued that games can bring a whole lot of<br />

“embodied empathy for complex systems” as well as an “embodied experience” when a gamer feels<br />

a connection with the system itself (hierarchy, rules, ludology); therefore, this concept of<br />

embodiment has no reference between the avatar and the gamer. Moreover, Squire, Shaffer, Gee, and<br />

Halverson (2005) suggested that the power that lies in virtual games is its capacity to provide situated<br />

understanding.<br />

Both approaches provide significant and valuable ways of exploring the creation of knowledge and<br />

skills in games, but this study provides an additional perspective to large-scale MMORPG,<br />

particularly in World of Warcraft (WoW). This study does fit into either category of direct transfer of<br />

skills or of situated learning and knowledge. In both approaches, they examine how knowledge is<br />

acquired from the game to the learner (player) or how it “teaches” valuable knowledge and skills.<br />

Although games are increasingly well studied, its appeal to the imaginative consciousness and bring<br />

about knowledge and skills in both in-game and actual worlds has not received the same attention.<br />

This article offers a variety of analytic categories structured to assist us to understand what sets<br />

MMORPG apart from the typical learning environment. This is with no intention to mean that a<br />

typical learning environment is not available in MMORPG or any other virtual worlds; rather this<br />

intends to identify an additional facility that makes knowledge acquisition in MMORPG powerful<br />

compared to the traditional conception of education.<br />

The timed quest in WoW that last for about 45 minutes illustrates the different perspectives of<br />

knowledge and skills creation. On one hand, a direct transfer of skills in a WoW timed quest focuses<br />

on improved hand-eye coordination or the gamers’ ability to construct analytical reasoning and<br />

solving problems to achieve certain goals depending on the level the gamer is at. While on the other,<br />

the pressure of accomplishing a task in a limited time may improve time management skills by<br />

understanding how each game requirement is interconnected and the maximum amount of time that<br />

must given on a certain task. A timed quest in WoW may also, sometimes, be a group effort of<br />

fifteen to forty gamers working simultaneously and harmoniously carrying with them specific tasks<br />

to fulfill. Understanding the rules and the design of the game provides what Gee (2003) called<br />

“embodied empathy for complex systems”. It is imperative to say that all of these develop valuable<br />

skills that are undeniably important. Despite these, limited studies address the implications of the<br />

unique and broader social systems embedded within and outside of WoW.<br />

Within the perspective of this study, it aims to understand how gamers learn and acquire valuable<br />

knowledge and skills in a quest as part of a broader social system of gamers and not as a personal<br />

accomplishment. The shared social system on which gamers participate involves coordinated skills in<br />

both in-game and actual worlds that are strongly adhered by the culture of knowing and learning that<br />

both identify and are identified by the game. Learning, suggested by Brown and Duguid (1996), is<br />

not about getting information, but “developing the disposition, demeanor, and outlook of the<br />

practitioners”. The avatar or an “interactive, social representation of a user” (Meadows, 2008); game<br />

design and its rules; and the complex social systems and cultural networks inside and outside of the<br />

game make up the game space of MMORPGs. It is the combination of these factors that provide a<br />

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