11.12.2012 Views

(Person) Percentage - Sabanci University Research Database

(Person) Percentage - Sabanci University Research Database

(Person) Percentage - Sabanci University Research Database

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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

Also, the different motivating factors of modders in creating mods or modifications present a<br />

consequential acquisition of skills and knowledge. These motivations allow the modders to test their<br />

technical skills and creativity to produce something not just for their own benefit, but for the rest of<br />

the gaming community. Through the collaborative and participative efforts of the gaming<br />

community, in general, modders learn and develop their technical skills and continuously strive to<br />

fulfill the discriminating demands of other players without any expectation of financial return. This is<br />

also, in turn, made possible by allowing the game program to be continuously redesigned and<br />

modified by the fan programmers.<br />

MMORPG is a venue where players meet to interact and learn from each other without even<br />

realizing that they are harnessing collective intelligence. This scenario may give us a glimpse of<br />

possible future school environment where students learn, develop, and retain what they have learned.<br />

List of Reference<br />

Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore, MD: The John<br />

Hopkins <strong>University</strong> Press.<br />

Anderson, C. & Ford, C. (1986). Affect of the game player: Short-term effects of highly and mildly<br />

aggressive video games. <strong>Person</strong>ality and Social Psychology Bulletin. 12(4): 290-402.<br />

Barab, J. & Duffy, T. (2004). From practice fields to communities of practice. In D. Jonassen & S.<br />

M. Land (Eds.). Theoretical Foundation of Learning Environments. Mahwah, NJ: Lawrence<br />

Erlbaum. 25-26.<br />

Baym, N. (2000). Time in, log on: Soaps, fandoms, and online community. Thousand Oaks, CA:<br />

Sage Publications.<br />

Blizzard Entertainment. (2004). World of Warcraft guide. Accessed February 20, 2010 from<br />

http://www.worldofwarcraft.com/info/basics/guide.html.<br />

Boelslstroff, T. (2008).Coming of age in Second Life: An anthropologist explores the virtually<br />

human. Princeton, NJ: Princeton <strong>University</strong> Press.<br />

Bransford, S. & Schwartz, D. (2001). Rethinking transfer: A simple proposal with multiple<br />

implications. In A. Iran-Nejad & P.D. Pearson (Eds). Review of <strong>Research</strong> in Education. 24: 61-<br />

100.<br />

94

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!