academic

Latest

  • ACU's iPhone initiative: a year later

    by 
    Brett Terpstra
    Brett Terpstra
    07.24.2009

    In February of last year I did a two-paragraph writeup on an interesting development in higher education, noting that Abilene Christian University was doling out iPhones and iPod touches to incoming first-year students. I didn't, at the time, have many details on the goals of the program or its implementation, I just gathered that there was a good deal of planning and thought behind the initiative. Little did I know that, over a year later, I'd be talking to the minds behind the program and finding out exactly how it went. I recently got a chance to follow up with George Saltsman (Faculty Development), Scott Perkins (Director of Research) and William (Bill) Rankin (Director of Educational Innovation), meeting up for a multiparty video chat which revealed the excitement these guys have for what they are seeing become the platform for education: the iPhone. We talked for well over an hour, and their intensity and enthusiasm never dwindled. I got a great look at what they planned, how they did it, and how it turned out after the first year. Read on to see how the iPhone (and the iPod touch) has played a role in creating a new model for higher education at ACU.

  • Loyola University professor drives City of Heroes/Villains players crazy, all for sociology

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.07.2009

    Twixt was one of those names on the Freedom server of City of Heroes that would just drive everyone nuts. He was a PvPer who would find some of the craziest ways to annoy the heck out of his opponents, such as teleporting them right in front of the Longbow agents at the hero base in PvP zones. A year ago, however, the man behind the keyboard finally drew back his mask to reveal a sociology professor from Loyola University outside New Orleans.Now his study on City of Heroes/Villains is finally coming forward, revealing a controversial look at how defying the cultural rules of a population can turn a person into a social outcast. The study's goal was to play only by the developer's rules, ignoring any extra rules that might be created by the population. For example, the concept of "kill stealing" and "fair fights" are thrown out the window as they are created by the population, not the game. Think of it like EVE Online -- if the game allows it, he does it. While the study is intriguing in the fact that it covers the "new frontiers" of virtual worlds, it also brings into question some of the ethics involved with working undercover in a population, such as causing undue stress via what we consider to be griefing.For a full report, check out the story as reported by The Times-Picayune.[Thanks Petterm, Scopique!]

  • Researchers mine Second Life interaction logs to track trends

    by 
    Tateru Nino
    Tateru Nino
    07.03.2009

    While most actions people take in the flesh are ephemeral – performed fleetingly, and unmarked – MMOGs and virtual environments keep that data as a rule, usually most or all of it. Three social researchers from the University of Michigan obtained data from Linden Lab about the possession and acquisition of 'gestures' (preprogrammed sequences of text, avatar animations and/or audio) and data about account creation dates and friends-lists, and studied how gestures passed from user to user.

  • Spencer post-doc to study RuneScape

    by 
    Jon Shute
    Jon Shute
    05.13.2009

    Constance Steinkuehler is an educational researcher studying massively multiplayer online games from a learning sciences and new literacy studies perspective and an assistant professor at the University of Winsconsin-Madison. She teaches courses on virtual worlds, research methods and, as she says on her blog, the "smart" side of popular culture. Steinkuehler has announced that she's got the Nation Academy of Education / Spencer Post-Doctorial Fellowship to do a cognitive ethnography on RuneScape. The study aims to show the educational merit of games designed for and played by youths instead of adults, which is what is typically studied, and to examine the impact of gameplay on their everyday lives, social relationships and school work.Cognitive ethnography is used to study the processes that effect the work carried out within a setting, whilst noting the effect of the material world and social context of the actions and social practices carried out. To put it in a simpler way, it studies how the social norms and social structures are created for a group of people who share a common culture, in this case RuneScape players.You can read her proposal abstract over at her blog.

  • Imperial College London lets students play doctor in Second Life

    by 
    Tateru Nino
    Tateru Nino
    03.30.2009

    Mister Smith isn't at all well. During his stay he will be seen by many medical students. Unfortunately, he isn't going to get any better. Mister Smith occupies the respiratory ward in the Imperial College London, in Second Life. Available to students 24 hours per day, seven days per week, Mister Smith wheezes on command, and a variety of tests can be scheduled on him. It's all a part of the College's exploration of new ways of teaching. Mister Smith's case is mostly procedural. It's not only important to obtain the diagnosis, but to follow proper procedure -- a vital part of avoiding error in modern medicine. The simulator enforces proper procedure.

  • Virtual Worlds worst practices in education: A practical example

    by 
    Tateru Nino
    Tateru Nino
    03.27.2009

    Later today, the Virtual Worlds Best Practices in Education conference is kicking off in Second Life . So it is really rather ironic that we should have a situation crop up on the eve of it that really highlights some of the worst practices. An unnamed educator showed up to one of the various user-run Second Life Question and Answer sessions for new users. Not a bad thing on the surface, Q&A sessions are really useful for people with all sorts of Second Life questions. Unfortunately it goes downhill from there.

  • Virtual Worlds Best Practices in Education conference this weekend

    by 
    Tateru Nino
    Tateru Nino
    03.26.2009

    For three days this coming weekend (Friday, 27 March to Sunday, 29 March), Second Life will be host to the Virtual Worlds Best Practices in Education conference. This grassroots, community-based conference attracts faculty, instructors, trainers, administrators, instructional designers, technical specialists, and members of organizations from around the world. Education is one of the spheres of industry where virtual environments are a tool that will probably never go away. Those who create teaching/learning environments, resources, tools, support services and professional development opportunities internal and external to virtual world environments are participating in the conference. The conference schedule itself is more than impressive, featuring just about every big name in Second Life education, with more than 25 panels, presentations, tours and meet-and-greets across multiple Second Life venues. Participation in the conference is free of charge, but you will need to register. For more information, check out the conference website. Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.

  • World of Warcraft as addictive as cocaine? BS!

    by 
    Tateru Nino
    Tateru Nino
    02.27.2009

    The Swedish Youth Care Foundation has an upcoming report in which they describe World of Warcraft as "the cocaine of the computer games world", indicating that it has been involved in every case of gaming addiction that they have dealt with. As the report is not yet published, it doesn't indicate what other games might be involved. Swedish news outlet, The Local, interprets this with the headline 'World of Warcraft is as addictive as cocaine', a statement that is neither supported by the quotes, nor apparently supported in fact. The addiction rate for cocaine is 5-6% per use during the first decade and 15-16% per use thereafter. If World of Warcraft were really that addictive, then umpty-million players would be well and truly addicted -- a fact not in evidence. The Local's headline therefore, appears to be purest hype (or as we like to think of it, an attention-getting lie).

  • Academic research into EverQuest II already proving fruitful

    by 
    James Egan
    James Egan
    02.23.2009

    Massively recently mentioned that Sony Online Entertainment and academia are teaming up to plumb the depths of EverQuest II's server logs, with benefits for both the researchers and SOE. (For the record, private subscriber info hasn't been made available to the academic community, according to an SOE statement on the matter.) The data logs and opt-in survey results are already proving fruitful, according to a piece run today on MSNBC by Games editor Kristin Kalning. Her piece raises the point that EverQuest II's gamers, despite being a global community, spend far more time socializing with friends, family, and acquaintances than with the wider playerbase. This isn't to say that EQII players are insular, but it does emphasize the fact that games aren't simply a hobby or an escape for those surveyed, and are very much a way to keep in touch with family and friends. In other words, they tend to take their offline relationships online, Kalning writes.

  • Sony opens complete EverQuest 2 database to researchers

    by 
    James Egan
    James Egan
    02.16.2009

    The players of EverQuest 2 might be pleased to learn that their gameplay may further science. They may be less enthused, however, to learn that a complete record of their interactions with one another is being studied by researchers. Following a session at the American Association for the Advancement of Science, ars technica's John Timmer reports, "With the cooperation of Sony, a collaborative group of academic researchers at a number of institutions have obtained the complete server logs from the company's EverQuest 2 MMORPG." That's right. This is everything you've ever done in the game, but it's all in the name of science.The researchers are among those who believe that massively multiplayer online games can be used to model real world collective behavior. The task ahead of them is a daunting one, with close to 60 TB of data to pore over. "The end result is a log that included four years of data for over 400,000 players that took part in the game, which was followed up with demographic surveys of the users. All told, it makes for a massive data set with distinct challenges but plenty of opportunities," Timmer writes.

  • Do WoW players make better citizens?

    by 
    James Egan
    James Egan
    02.12.2009

    With all the negativity that mainstream media (sometimes) dishes out on video games, we always like to see when the positive stories get picked up. That's the case with today's article at The Capital Times that focuses on MMOs and their impact on society. Reporting for The Capital Times, Jeff Richgels asks, "Can massively multiplayer online games like World of Warcraft produce better citizens?" His article covers the work of Constance Steinkuehler, a University of Wisconsin-Madison education professor who's been studying the social dynamics inherent to MMOs, namely World of Warcraft. Her work focuses on how massively multiplayer online games expose players to a wide range of diversity. Steinkuehler's recent presentation at the Wisconsin Academy of Sciences was ultimately about how navigating that diversity makes players into better citizens, and more open to discussion with their peers.

  • Why do people buy virtual goods in MMOs?

    by 
    James Egan
    James Egan
    01.09.2009

    Massively multiplayer online gamers spend hours -- so many hours -- working towards obtaining virtual gear. Epic armor sets, mounts, player housing, faction ships... the list goes on, and will continue to go on. Our collective fascination with these intangibles ensures our desire for them -- and for those things beyond a player's reach solely within the virtual realm, real world cash makes all things possible. This is the research focus of Ph.D. student Vili Lehdonvirta of the Helsinki Institute for Information Technology, who breaks down our buyer's impulse according to three criteria: Functional attributes, such as speed, hitpoints, teleportation. Hedonic attributes, or how the virtual gear looks or sounds, its provenance or its connection to the background fiction of the setting, and of course customizability. Social attributes, particularly the prestige accorded with ownership of a rare item. Have a look at his "Virtual item sales as a revenue model: identifying attributes that drive purchase decisions" for a thorough analysis of why many of us are so inclined to obtain something that's ultimately ephemeral, which goes beyond the simpler "useful vs. decorative" angle.

  • Does virtual learning have to be dreadful?

    by 
    Tateru Nino
    Tateru Nino
    01.09.2009

    Australia's School of the Air programs have been among the most lauded distance education schemes for more than 50 years. In response to a scattered population in a less than hospitable environment and with a lack of nearby population centers and facilities, the School of the Air provided education for isolated children. The original School of the Air was opened in 1951, but had been broadcasting school lessons from the Royal Flying Doctor Service for some years prior to that. The School of the Air programs still operate today, as there are students living more than 800 kilometres (more than 500 miles) away from the nearest school. Originally the system used pedal-powered radios, but more recently bi-directional broadband satellite communications, video conferencing and electronic whiteboards have brought students closer. The system has been an unqualified success for more than half a century. Why is it then, that as soon as the notion of avatars and collaborative virtual environments is brought up for education, that the educational establishments seem to shy away? Does virtual learning have to be dreadful before anyone is willing to seriously fund it?

  • Terra Nova blog slowing down as we enter new era

    by 
    James Egan
    James Egan
    12.11.2008

    Virtual worlds and massively multiplayer online games have truly evolved over the past several years. It wasn't so long ago that incorporating virtual economies into games was a new idea. Nor was it so long ago that we were overwhelmed at the depth that was possible in massively multiplayer online games -- and the culture that began to develop in and around these virtual spaces. But that was then, and those days of surprise and amusement at the potential in the virtual are becoming a memory. Many of us now take our games and virtual spaces, and all their depth and meaning, for granted. At least, Edward Castronova of the Terra Nova blog thinks so, when he writes, "The gee-whiz era for virtual worlds has passed, and this changes what happens at TN." Terra Nova has been a hub for intelligent discourse on all things virtual since September of 2003. In the years that followed, Terra Nova's four founders were joined by numerous academics and authors who've explored the many facets of virtual worlds, and their interplay with our real lives. A recent post by one of the Terra Nova founders, Dan Hunter, explains how it all began... with a burst of wide-eyed enthusiasm for this previously uncharted territory. In the years since the blog began, maybe some of us have lost a bit of that initial fascination with the concept of virtual worlds, which Castronova now addresses when he states that Terra Nova will be narrowing its focus to new games and research.

  • Gaming now mainstream? The numbers aren't everything

    by 
    Tateru Nino
    Tateru Nino
    12.09.2008

    The Pew Internet and American Life Project has a report out on US gaming demographics. According to the report, "53% of American adults age 18 and older play video games," that "97% of teens play video games," and even "23% of respondents 65 years old and older report playing games." At first pass, that would appear to make gaming comparatively mainstream, and indeed it confirms the results of many other studies. A lot of us play games, and in many demographics, most of us are gamers in recent years, even though only 9% of those gamers report playing MMOGs and just 2% for assorted virtual worlds. Unfortunately, sheer numerical superiority doesn't make gaming (or anything else) necessarily mainstream. Mainstreamness (if that's even a word) isn't purely a function of numbers.

  • The negative impact of complexity on MMOs and virtual worlds

    by 
    James Egan
    James Egan
    12.01.2008

    The relative complexity of MMOs in comparison with more standard PC and console titles is a major draw for many of us. We like the crafting systems, the economic underpinnings, and many of the other trappings of massively multiplayer online titles. Complexity can be a core strength of a solid MMO title, but at what point does it become a detriment? Sometimes, emergent complexity changes the environment and the rules which govern it in some negative ways. Likewise, too much complexity-by-design can be equally problematic. This is the focus of a recent discussion at Terra Nova -- "Irreparable Complexity, Game and World" -- kicked off by Timothy Burke. Burke writes, "I've found that virtual worlds, massively-multiplayer online games (MMOGs) have provided some great examples of Rube-Goldberg complexity-by-design, and have also demonstrated why this phenomenon can be a source of so much trouble, that you can end up with systems which are painfully indispensable and permanently dysfunctional, beyond the ability of any agent or interest to repair." Burke explores this complexity in depth, through analysis of Star Wars: Galaxies and Warhammer Online, but also how this plays out in virtual worlds. This leads him to the dilemma of developers wanting to keep their game design opaque enough to players so that systems aren't easily exploited, at the risk of becoming ensnared in broken systems and overly complicated game mechanics -- where even the developers themselves can't figure it all out. Have a look at Timothy Burke's "Irreparable Complexity, Game and World" over at Terra Nova for his views on how game designers should handle both emergent complexity and complexity-by-design.

  • Study finds 'conclusive evidence' of games/violence link?

    by 
    Tateru Nino
    Tateru Nino
    11.05.2008

    Iowa State University's Craig Anderson has led a study which claims 'conclusive evidence' of a link between violent video games and increased aggression in children. The findings (and indeed the validity of the study) have been challenged by Christopher Ferguson whose research at Texas A&M International University has found the opposite. Ferguson finds a number of flaws in the Iowa State study, which he says demonstrates only "weak correlations". We can spot a few of our own. For example there is no definitive usefully testable method for determining aggressive tendencies. By failing to factor in extraneous variables, the study results could quite easily be interpreted to indicate that aggressive tendencies cause kids to spend more time playing violent video games. Just because two things are correlated does not mean that one causes the other. The majority of dead people have eaten meat. That doesn't mean that meat kills people.

  • The PVP scale: Measuring virtual reality for better business

    by 
    Tateru Nino
    Tateru Nino
    11.03.2008

    North Carolina State University's Dr Mitzi M. Montoya and Dr. Anne P. Massey, Dean's Research Professor of Information Systems at Indiana University have developed a system for measuring how 'real' virtual environments are. Rather amusingly it is called the "PVP scale" (for Perceived Virtual Presence). Yes, we know the acronym is a rather amusing one, and no this isn't a joke. The interesting thing is what is being measured. 'This is an important issue,' Montoya says, 'because we believe that if users feel they are 'present' in the virtual world, they will collaborate better with other members of their team – and the more effective the virtual world will be as a setting for research and development or other collaborative enterprises.' Well, we can't argue with that, really. The interesting thing is that what makes a virtual environment more 'real' and effective according to Montoya is immersion.

  • Real world economic impact on MMOs and virtual worlds?

    by 
    James Egan
    James Egan
    10.15.2008

    Given the drastic real world economic shifts of late, is it unreasonable to assume that there will be repercussions in virtual worlds and MMOs? That's the gist of a question posed by CBBC, a longtime commentator at the Terra Nova blog, but specifically he asks: "What now for virtual economies? What happens to EVE now that Iceland's economy is collapsing?... Will my WoW gold be worth more or less? Will games go under taking their value with them? Will we see a run on games the same as a run on banks?" While his questions aren't focused solely on EVE Online, and are more of a general inquiry, CCP's title is not surprisingly the main example cited by both the CBBC and Terra Nova's readers. As expected, the responses to the question are intelligent and shed some more light on how real world economics might affect MMO economies, namely that of EVE Online. Some speculate that real world issues will result in increased escapism, imbuing virtual worlds and their economies with greater significance. Others related financial scenarios that affect CCP Games and its virtual economics. If you're interested in the economies of MMOs and virtual worlds, you might want to get involved in the discussion of "Whither MMO economies?" over at Terra Nova.

  • Can MMOs have political ideologies?

    by 
    James Egan
    James Egan
    09.26.2008

    The Terra Nova blog is known for its in-depth views on virtual worlds and MMOs, with an academic bent. Contributor Nate Combs has provided insightful commentary on EVE Online for Terra Nova in the past, and recently continued on that track by stating, "I wonder whether an MMORPG can have a political ideology, either by design or by accident." There are few massively multiplayer games that such a question could truly apply to -- EVE Online is the most prominent example, largely due to the game's depth. Combs also wonders if such PvP-centric games and settings encourage militaristic world views, and whether PvE-centric titles (where players don't fight one another, rather are simply rationed loot) are comparable to a Scandinavian welfare model.