Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/1969
DC FieldValueLanguage
dc.contributor.authorAng, Chee Siang-
dc.contributor.authorZaphiris, Panayiotis-
dc.date.accessioned2012-04-23T11:02:59Zen
dc.date.accessioned2013-05-16T13:11:15Z-
dc.date.accessioned2015-12-02T09:44:57Z-
dc.date.available2012-04-23T11:02:59Zen
dc.date.available2013-05-16T13:11:15Z-
dc.date.available2015-12-02T09:44:57Z-
dc.date.issued2008-
dc.identifier.citationInteractive Technology and Smart Education, 2008, vol. 5, iss 2, pp. 84-102en_US
dc.identifier.issn17415659-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/1969-
dc.description.abstractPurpose – Recently, researchers have begun investigating the learning process that occurs within computer games (learning to play), as opposed to studying games that support explicit learning for educational purposes (playing to learn). With the increasing popularity of massively multiplayer online games (MMOGs), some research has begun to look beyond individual play and is now focusing on social play. By conducting a 30 day virtual participant observation in an MMOG, namely World of Warcraft (WoW) this paper aims to identify and provide a theoretical explanation of the process of learning that takes place in such an open-ended virtual world. Design/methodology/approach – Through the lens of activity theory, the paper focuses its analysis on the tool, the goal, the activity of game playing and contradictions. Findings – It was found that social learning could occur through intrinsic and extrinsic play. Intrinsic play is play oriented toward goal completion while extrinsic play is directed toward reflection and expansion of intrinsic play. WoW is designed with tools that facilitate these types of play, and therefore learning that emerges from them. Furthermore, learning involves not only the process of acquiring knowledge and skills to accomplish certain goals, but also the process of defining the goal, thus shaping the learning process. Originality/value – The results could be used to inform game design either for social play or for social learning.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relation.ispartofInteractive Technology and Smart Educationen_US
dc.rights© Emeralden_US
dc.subjectComputer-based learningen_US
dc.subjectLearningen_US
dc.subjectLearning processen_US
dc.subjectVideo gamesen_US
dc.titleSocial learning in MMOG: an activity theoretical perspectiveen_US
dc.typeArticleen_US
dc.affiliationCity University Londonen
dc.collaborationCity, University of Londonen_US
dc.subject.categoryElectrical Engineering - Electronic Engineering - Information Engineeringen_US
dc.journalsSubscriptionen_US
dc.countryUnited Kingdomen_US
dc.subject.fieldEngineering and Technologyen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.1108/17415650810880754en_US
dc.dept.handle123456789/54en
dc.relation.issue2en_US
dc.relation.volume5en_US
cut.common.academicyear2007-2008en_US
dc.identifier.spage84en_US
dc.identifier.epage102en_US
item.fulltextNo Fulltext-
item.cerifentitytypePublications-
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.openairetypearticle-
item.languageiso639-1en-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.orcid0000-0001-8112-5099-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
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