In 2003, while speaking at the University of Southern California’s Teaching, Learning & Technology conference, I noticed more than a few visibly uncomfortable educators in the audience. I had recently completed my Master’s thesis on using massively multiplayer online games (MMOs) as online distance learning applications—and I was providing a summary of my findings. The notion of any game posing as a learning management system (LMS) was difficult enough for most to parse—especially at the time—but those who weren’t well versed in the workings of MMOs were even more bewildered. The idea involved simple economics: using one solution to address the following two problems:
1) Online distance learning tools were cumbersome at best—and clunky at worst. Although billed as “interactive,” these LMS platforms weren’t living up to the promise of providing immersive, experiential learning to students who had foregone the face-to-face interaction associated with onground classroom instruction.
2) MMOs attracted players who were willing to sacrifice much of their personal lives to ensure their availability 24/7 to complete quests, manage character stats, and confront “griefers.” This also posed an obvious problem: How many MMOs could possibly compete in the marketplace after just one (e.g., World of Warcraft) attracted the majority of players?
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In 2003, while speaking at the University of Southern California’s Teaching, Learning & Technology conference, I noticed more than a few visibly uncomfortable educators in the audience. I had recently completed my Master’s thesis on using massively multiplayer online games (MMOs) as online distance learning applications—and I was providing a summary of my findings. The notion of any game posing as a learning management system (LMS) was difficult enough for most to parse—especially at the time—but those who weren’t well versed in the workings of MMOs were even more bewildered. The idea involved simple economics: using one solution to address the following two problems:
1) Online distance learning tools were cumbersome at best—and clunky at worst. Although billed as “interactive,” these LMS platforms weren’t living up to the promise of providing immersive, experiential learning to students who had foregone the face-to-face interaction associated with onground classroom instruction.
2) MMOs attracted players who were willing to sacrifice much of their personal lives to ensure their availability 24/7 to complete quests, manage character stats, and confront “griefers.” This also posed an obvious problem: How many MMOs could possibly compete in the marketplace after just one (e.g., World of Warcraft) attracted the majority of players?