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The Learning Potential of MMORPGs

The Learning Potential of MMORPGs

My partner Tom and I spoke to Poudre School District counselors Thursday. Tom’s topic was the addictive potential of online games. Agreed: Gaming is a problem when it takes over. As a counterbalance to that concern, I asked What is positive about gaming? What is there to respect in in? Why do kids play? Why are so many kids so interested? At the core of that, I asked, What cognitive and social learning potential may exist in online games?

I think many adults customarily ask “Why do they play this game?” I asked the group to ask instead, “Why do they play this game?”

It was a great group – full of ideas and quickly focused on critical questions like how we could help kids find balance in their online gaming. I gave participants an outline of possible categories of learning, based on the concept of effective real-world intelligence that lies at the heart of Grow With the Flow. I promised to post some of my own thoughts on those categories – on the learning potential of games.

In my talk, I focused on MMORPGs: Massively Multiplayer Online Role Play Games – games like Everquest, Asheron’s Call, some of the endless versions of Final Fantasy, and the charmingly antiquated Runescape. They have perhaps the greatest potential both positively, in what skills can be developed, and negatively, in their addiction potential. I talked about one MMORPG in particular: World of Warcraft (WoW)

I don’t play WoW, but I had excellent informants, all men in their late 20s - mid 30s: a computer programmer, game dabbler, with friends who are serious players, and friends who write games for a living; a grad student mathematician / astronomer who has always preferred board games; a young father, corporate professional with gaming background, who lives in the world of on-the-job electronic tools; a current player who fits in a few hours of play around work and school, and who generously (and patiently!) led me through the “What’s going on?” of a couple screenshots from WoW.

My informants urged me to emphasize this key point: To look at gaming and see its good, you have to cut through the surface and the theme to the nature of the play. Whether a game is about elves, aliens, or soldiers matters less than the challenges posed and the skills needed to play well. That isn’t easy to do with W0W. The surface can be freaky to adults; my first screenshot showed an Undead Warlock, a member of the Horde. If you stop looking when you hear that, you’ll never get to what matters.

On January 11, 2007, Blizzard Entertainment announced that the subscriber base for World of Warcraft has reached a new milestone, with 8 million players worldwide. The game is one part of a $10.5 billion industry in 2005. If your plan is to wait until it goes away….

Some basics: When you play WoW, you are always online, in a world populated at every moment by many thousands of other real-life people. You are playing a character, an avatar, who develops specialized abilities. At all but basic levels, you are likely to be playing in a guild, a team, which coordinates characters with different abilities to be successful on a mission. All the play – this is critical – is in real time (RT): If you go to dinner or bed, play continues. To learn more, check the World of Warcraft website or the Wikipedia article on World of Warcraft.

I won’t redo my talk here, so what follows is more or less the answer sheet for a quiz you didn’t take unless you were there. If you’re interested in the details, you may want to sit down with a WoW player and these ideas, and ask them whether I got some of it right – Do they see these same learning potentials in WoW? The broad categories here are taken from Grow With the Flow. I also used some much earlier development notes from Panlaudy, a game Paul and I developed; I hope to post about that someday. These are just my casual thoughts – some categories are left blank “as an exercise for the reader,” as a math text might say. (Meaning, I don’t have all weekend to get this posted!)


A GWTF Analysis of the Learning Potential of Gaming
(Using WoW as an example)

Basic Cognitive Abilities — The First Tributary

While areas like Energy Level, Attention, General Learning Style, and General Memory Processes are involved, and may be sharpened, Grow With the Flow focuses early development through this category, so I exclude it here.

Many Ways to Be Smart — The Second Tributary

  • Body Intelligence – reflexes, energy management, control of impulsivity
  • Personal Intelligence – Most play is in teams (Guilds) – task-oriented communication, social stability in the team (keeping up the chatter), negotiating coordinated plans, maintaining motivation and coordinated action, conflict resolution. ("Stand by me!"), social voice under pressure, supporting teammates under stress (See also “Team Player,” below)
  • Visual-Spatial Intelligence – maps and map-to-situation conversions, map to game spatial reasoning, mapping the abstraction onto the game reality, converting 2D external representations to 3D internal representations, observing surroundings, switching observation scale (big picture < --> immediate surroundings); reading, interpretation, and analysis of complex, interrelated visual displays with vital information
  • Language Intelligence –
  • Reading and Writing Intelligence –
  • Number Intelligence – quantitative analysis (distance and position, evaluating relative strengths, numerical projections)
  • Musical Intelligence – Especially if you’re a fan of Prokofiev’s Alexander Nevsky period!

The Director — Management Functions — The Third Tributary

  • Organization and Coordination of Effort
    * Data Integration Leading to Actions (Fast analysis, reasoning, problem solving, predictions, based on multiple inputs (position, characteristics, resources, support, personal skills, social reading of teammates), with consequences for actions. Strategies based on analysis, which may need to be adjusted or abandoned. Coordinating tactics to advance strategic plans) –
    * Resource management –
  • Multitasking – RT, cross-modality, complex, constant, critical
  • Time Management – All play is RT, with critical consequences for poorly distributed use of time
  • Thinking and Problem Solving (Including Strategic Planning and Control, Information Gathering and Evaluation, Forming Hypotheses and Possible Solutions, Using the Tools of Problem Solving and Logic, Settling on and Evaluating Solutions) –
  • Metacognition – Ask a player about how he thinks about the act(s) of playing the game. You may be surprised at the depth.
  • Flexibility / Adaptability –
  • Team Player (Including both Compliance and Cooperation and going Beyond Compliance) – Advanced levels require cooperation – you can’t succeed “by running around” on your own – you join a guild with other people and go on cooperative missions together.

Motivation — The Fourth Tributary

  • Involvement – This may be where the continuum goes to addiction.
  • Management of Motivation and Emotions – Self management of emotions under pressure, coming back from failure, perseverance

Knowledge, External Intelligence, Info Management — The Fifth Tributary

  • Orientation to Knowledge – knowledge is essential to success, ignorance or faulty information has dire consequences
  • Knowledge Base – rote memory, knowledge acquisition (terminology, characteristics, development hierarchies
  • External Intelligence – a very large knowledge base is available, which can improve play. Some of that knowledge is developed cooperatively – see sites like Thotbot. (Run your mouse over the headings to see the subcategories.)
  • Information Management–



What did I miss?

Comments

  1. 1/22/2007 1:31 pm

    It was a pleasure presenting with Dave at the Poudre School District mental health professional day. Working up the talk stirred new thinking, and getting feedback from the PSD staff added immeasurable joy.
    A word more on the topic of gaming. Like a glass of wine, a game of chess, a daily run, gaming offers undeniable advantages to our health and wellness. Likewise, excess creates harm. The youngsters I spoke about play on-line games far into the night, sacrificing meals, family time, sleep, homework, athletics and their basic relationships. The question that came out of the discussions is how to intervene when gaming has taken over a youngster’s life.
    We await adequate answers, which will come from our clinical experiences. Perhaps the answer is to intervene as forcefully as is required to restore balance. In some cases, as one youngster told me, it may mean making him go cold turkey. In others, firm guidelines may do.
    The larger and enduring question is how can we finally learn to use media for our benefit, rather than letting it use us for profit. It comes down to our self-discipline, a skill that parents, teachers and counselors aspire to inculcate in our children.

    — Tom Linnell
  2. 1/30/2007 9:32 am

    Here’s a post from a WoW player that confirms my belief in the potential value of gaming, but also reminds me how little I know. Parents and teachers sometimes wonder whether “he knows it’s a game.” I don’t worry about that at all: I’ve never met a kid where I worried that they were delusional about the essential distinction between reality and the fantasy world of their games. But this post helped me a layer deeper into that question. Here’s a player who takes pleasure in the World of Warcraft as a part of a personal world in which he waits for the newest facet of WoW to open, as part of a social world of others who are also waiting, subsumed within a meta-look at how that world of players is passing the time while they wait…

    I have to add: In what sense is a game that matters to us, be it WoW or golf, not part of our “real” world? Has there ever been a wife who wondered whether her golf-playing husband “knew it was a game"?

    — Dave
  3. 2/7/2007 9:06 am

    All of your points sound pretty good. Without going too far into my
    theories on the world of gaming:
    There are a few differences. One set of gamers are PC gamers. These
    folks usually end up with a rather intense understanding of the
    technology of computers and the networks they run on. This intense
    interaction and constant tweaking of our world’s most current cutting-
    edge and broadly installed technology leads these gamers to a vast
    head-start in the world of computer and their operations. This may
    lead some to attempt to reprogram the game (programming, critical
    thinking, advanced logical though progressions), add levels or change
    the look of the game (“skin” – discreet awareness of user interfaces,
    graphical programming, performance-based programming), tweak the
    speed of their PC (overclocking and thus very advanced hardware
    knowledge). All of these are byproducts of serious gamers on one
    level or another. The gamer who never re-skins is still acutely aware
    that this process occurs. That very knowledge is the same expansion
    of planes that we strive for in the classroom when we talk about
    chemistry or history. Our educational system is built on the premise
    that introduction to desperate theories and ideas will offer more
    paths for exploration, and thus education. Basically, the gamers of
    today are the gear-heads of the 50’s. The electrical, mechanical
    engineers of the future.
    As for console gaming, there is not nearly as much opportunity for
    said growth. The principles behind gaming are no different than the
    experiences and lessons I gained from years of sport. Admittedly I
    gained many things from sports that gaming simply cannot offer:
    health, a deep understanding of pain .. you know, things you want
    kids to get. But there are also things that gaming has to offer.
    Dexter will not be allowed to game at will. I can assure you of that.
    But that is not to say I won’t be beating his butt in Halo on the
    Xbox 720 across our gigabit LAN that he will be forced to maintain to
    play on. That and the hack chips we will both be privately soldering
    into our own personalized Xboxes to gain the advantage on one
    another. The more things change…
    -M@

    — Matt
  4. 2/11/2007 4:35 pm

    If we can guide selection of games some, it may be helpful to kids’ development.  If I see a 7-year-old trying to mess with Ingemar’s Ski Race, I see a future programmer.  An X-box player may still become a good surgeon, but he’s less likely to understand the underpinnings of the world he’s going to enter.  Trouble is, parents and educators tend to try to influence games on the surface (apparent violence) rather than on the learning potential.

    By the way, I came across this erudite but readable classification of MUD players. The author suggests four types of players, on the basis of what they enjoy about games: Achievers, Explorers, Socializers, and Killers. Works for me.

    — Dave

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