Tanks, Chauffeurs and Backseat Drivers: Competence in MMORPGs

In this paper learning and competence in the MMORPG World of Warcraft are explored. In order to facilitate movement between in-game and the real-world contexts of play, data was collected from couples who play the game together while sharing real space. Through the collection and analysis of interview data the authors develop a framework for the examination of learning practices. The ways in which players acquire and assess skills, balance different skill levels, and accommodate different play preferences, are discussed. It is argued that competence in MMORPGs is complex, variously constituted and assessed by players in diverse ways.

[1]  Lisa L. Galarneau,et al.  Spontaneous Communities of Learning: Learning Ecosystems in Massively Multiplayer Online Gaming Environments , 2005 .

[2]  Chuen-Tsai Sun,et al.  The "White-Eyed" Player Culture: Grief Play and Construction of Deviance in MMORPGs , 2005, DiGRA Conference.

[3]  Robert J. Moore,et al.  Building an MMO With Mass Appeal , 2006 .

[4]  Torill Elvira Mortensen,et al.  WoW is the New MUD , 2006 .

[5]  Constance Steinkuehler Cognition and learning in massively multiplayer online games: A critical approach , 2005 .

[6]  T. L. Taylor,et al.  Book Review: T.L. Taylor, Play Between WorldS: Exploring Online Game Culture. Cambridge, MA: MIT Press, 2006. vii+197 pp. ISBN 0262201631, $29.95 hbk , 2007, New Media Soc..

[7]  S. Wilson What Video Games Have to Teach Us about Learning and Literacy , 2006 .

[8]  A. Strauss,et al.  The discovery of grounded theory: strategies for qualitative research aldine de gruyter , 1968 .

[9]  Martin Oliver,et al.  Learning in virtual worlds: Using communities of practice to explain how people learn from play , 2009, Br. J. Educ. Technol..

[10]  Tanya Krzywinska,et al.  Blood Scythes, Festivals, Quests, and Backstories , 2006, Games Cult..

[11]  René Glas,et al.  Playing another Game: Twinking in World of Warcraft , 2007, DiGRA Conference.

[12]  Craig A. Lindley,et al.  Player Character Design Facilitating Emotional Depth in MMORPGs , 2003, DiGRA Conference.

[13]  Constance Steinkuehler,et al.  Learning in Massively Multiplayer Online Games , 2004, ICLS.