Just so everyone knows, I am exploring the virtual applications of the “World of Warcraft.” I originally intended to show the game as both “fake” and “potential” at the same time. Now, however, I am still doing that, but also leaning more toward the potential side. I will illustrate how the benefits outweigh the negatives of the virtual world. I am focusing on several issues including gold-farming, health study, game addiction, and economics.
Here are some of the sources:
* Formatting went crazy when I brought this from Word.
Barboza, David. “Ogre to Slay? Outsource It to Chinese.” The New York Times . 9
December 2005.
<http://www.nytimes.com/2005/12/09/technology/09gaming.html?ex=1291784400&en=48a72408592dffe6&ei=5088>
-This article outlines the gold-farming business that is growing in China. Chinese laborers play online games to accumulate virtual gold and sell it to gamers worldwide for real world profit. This helps illustrate the real world impacts of virtual gaming: both positive and negative.
Bryant, Todd. “Using World of Warcraft and Other MMORPGs to Foster a
Targeted, Social, and Cooperative Approach Toward Language Learning.”
Academic Commons. 26 September 2006.
< http://www.academiccommons.org/commons/essay/bryant-MMORPGs-for-SLA>
- This posting by a Second Language teacher illustrates how it is possible to use online gaming to teach students the use of a SL in context. The games demand reading about quests, and maybe more importantly, communicating with team members. Students may be able to learn quickly when they are forced to use a second language to use the game.
Buss, Emily. “Game addiction: Kids get lost in virtual world.” Knight Ridder
Tribune Business News. 16 July 2007.
-This article addresses the issue of game addiction, and parents’ concern over it. The author highlights the recently hot topic of addiction to MMORPGs. She argues that while there may be addiction in several extreme cases, the standard gamer does not get addicted; and even if they do, it is far better than the alternatives to games. This article contributes some background, and some of the potential negative aspects of gaming.
*There are several other studies about this idea. They vary by both denying and enforcing the existence of “game addiction.” I have not chosen the main ones yet.
Castronova, Edward. Synthetic Worlds: The Business and Culture of Online Games.
Chicago: University of Chicago Press, 2005.
-Castronova’s book covers the gaming industry from both economic and cultural perspectives. Several topics include the allure of immersion, and the impact of the gaming industry on the real world economy. I am using Castronova several times to illustrate both sides of the argument.
Mortensen, Torrill Elvira. “Me, the Other,” in Second Person: Role-Playing and
Story in Games and Media. Harrigan and Wardrip-Fruin, eds. Cambridge:
MIT Press, 2007.
-Mortensen’s essay deals with the concept of the virtual character of real world participants in virtual worlds. The author analyzes what this type of virtual representation means for the participant, and the potential implications of being immersed in a virtual world. This essay is being used to illustrate the relationship between the gamer and the virtual world.
Ryan, Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in
Literature and Electronic Media. Baltimore: John Hopkins University Press,
2001.
- This text functions as both a primary and a secondary source. I am exploring Ryan’s two opposing views of the “virtual as potential” and the “virtual as fake” and applying them to the World of Warcraft. I am illustrating how the game both steals away from the real while also creating opportunities that would otherwise not have been available to the users. I am now arguing that the potential outweighs the negative aspects.
Tynes, John. “Primatic Play: “Games as Windows on the Real World,” in Second
Person: Role-Playing and Story in Games and Media. Harrigan and Wardrip-
Fruin, eds. Cambridge: MIT Press, 2007.
-The author describes MMORPGs as “engagist” rather than “escapist.” The way users engage a game has real world potential although set in a fantasy setting. The author highlights the usage of online game for educational purposes and for social situations. Gaming allows a user to try out situations in a virtual setting that they may take to the real world-such as romance, etc.
Villacampa, Alexander. “The Economics of the ‘World of Warcraft.’”
LewRockwell.com. 17 July 2006.
<http://www.lewrockwell.com/orig7/villacampa1.html>
-This student article outlines several of the in-game features of the “World of Warcraft.” It deals mainly with the function of economics within the world. Villacampa describes how the market in the game resembles the real world in ways. I will use this article to show real world applications coming from the virtual world. For example, gamers learning market trends from the game’s various auction houses.
“Virtual Game is Disease Model.” BBC News Website. 21 August 2007.
< http://news.bbc.co.uk/2/hi/health/6951918.stm>
- This article outlines how several researchers at Tufts have begun using the outbreak of the “corrupted blood” virus as a virtual study of human behavior during epidemics. The immersion factor of the game made many people act as if the threat of the virus was real. Researchers believe this study may help in understanding human behavior in the real world, even though based in a fantasy setting.
Ward, Mark. “Deadly Plague Hits Warcraft World.” BBC News Website. 22
September 2005. < http://news.bbc.co.uk/1/hi/technology/4272418.stm>
- This article gives some background on the “corrupted blood” virus that killed many of the virtual characters in the game. This article is pretty much just for background, but will connect to another article for real world potential of the game.