World of Warcraft

Attitudes, Success, and Engagement: A Comparison of Game and School Contexts

December 19, 2012

During my dissertation work, I interviewed three male youth from the same school: one junior and two seniors, who all had college aspirations of technology or game design, and came from a variety of home situations with varying socioeconomic status (SES).  These youth were avid gamers and were part of my research because they were World of Warcraft players. Despite the fact that they were highly engaged with World of Warcraft (WoW), they had all disengaged from a traditional school setting.

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Information Literacy, Connected Learning, and World of Warcraft

October 4, 2012

World of Warcraft (WoW) is a massively multiplayer online role-playing game with a subscribership of 10.2 million1. The player is offered a variety of options when choosing a character. There are two factions each with six races (and the recently added pandarens which can play either faction), two genders, and there are ten classes and each class can have one of three specializations. There are many choices just to select your character. Then there are professions to choose and play style choices (like whether you want to join a guild), and the list goes on.

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