Games, Learning, and Society 2012
DOI: 10.1017/cbo9781139031127.016
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Apprenticeship in Massively Multiplayer Online Games

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Cited by 140 publications
(191 citation statements)
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References 14 publications
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“…Online games, such as MMOGs (Massive Multiplayer Online Games) and MMORPGs (Massive Multiplayer Online Role-Playing Games), are not games in the traditional rules-based sense, but rather "persistent social and material worlds, loosely structured by open-ended (fantasy) narratives, where players are largely free to do as they please" [12].…”
Section: A Online Gamesmentioning
confidence: 99%
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“…Online games, such as MMOGs (Massive Multiplayer Online Games) and MMORPGs (Massive Multiplayer Online Role-Playing Games), are not games in the traditional rules-based sense, but rather "persistent social and material worlds, loosely structured by open-ended (fantasy) narratives, where players are largely free to do as they please" [12].…”
Section: A Online Gamesmentioning
confidence: 99%
“…Commercial games (such as MMOGs) and virtual worlds (such as Second Life) are considered to be complex learning systems with a full range of social and material practices [12]. However, while most educational games are based on behaviouristic models providing drilland-practice activities, commercial games, such as MMOGs, are based on their communities of players.…”
Section: A Online Gamesmentioning
confidence: 99%
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“…Recently, the potential of game-based learning for supporting collaborative learning has been increasingly discussed, especially because of the widespread use of Massively Multiplayer Online Games (see, e.g., [17]). There is some evidence that games can support team work and collaboration between learners although it is necessary to look into this in greater detail.…”
Section: Related Workmentioning
confidence: 99%