Medeni, Tunç, Miyata, Kazunori and Sağsan, Mustafa Learning to Reflect in Online Fantasy Role-Playing Games Çevrim-içi Fantazi Oyunlarında Yansımayı (Tefekkürü) Öğrenme. Bilgi Dünyası, 2009, vol. 10, n. 2, pp. 139-162. [Journal article (Paginated)]
Preview |
PDF
139-162.pdf Download (340kB) | Preview |
English abstract
The online role-playing games and their virtual communities, which are free and run by volunteers, attract much attention from business and academics, although studies on smaller gaming communities are still limited. One of these small online fantasy roleplaying communities, the world of Wold, is researched, using participant observation and Internet interviewing techniques within an e-research framework. After providing background information about the research, the paper then presents the conceptual framework, which consists of three main parts: (1) use of asynchronous communication tools for learning and reflection, (2) conceptualization of reflection, and (3) role of roleplaying and storytelling in reflection and learning. In the light of this framework, research findings about the learning and reflection that occurs at (1) intrapersonal, (2) personal and (3) interpersonal levels in online role-playing games will be discussed. The paper will then be concluded by research implications and limitations. It is hoped that, relating to learning in terms of developing sustainable virtual communities for reflective learning, this research will provide insights into the function of multiplayer games for serious purposes like learning and socialization, as well as the role of hard technology for soft purposes like reflective learning and practice.
Turkish abstract
Gönüllüler tarafından oynanan ve ücretsiz olan çevrim içi rol oyunları ve sanal toplulukları, daha küçük oyun topluluklarıyla ilgili çalışmalar sınırlı sayıda olmasına rağmen, iş ve akademi çevresinde daha fazla cezbedici hale gelmiştir. Bu çalışmada bu küçük çevrim içi fantezi rol oyunları topluluklarından birisi olan Wold’un Dünyası ele alınmış ve katılımcılarla ilgili olarak İnternet görüşmeleri tekniği kullanılmıştır. Araştırmanın arka planıyla ilgili enformasyon verildikten sonra, araştırmanın üç kısımdan oluşan çerçevesi sunulmuştur. Bunlar, 1) öğrenme ve tefekkür için eşzamansız iletişim araçlarının kullanılması 2) tefekkürün kavramsallaştırılması 3) tefekkür ve öğrenmede hikâye anlatımı ve rol oyunlarının rolüdür. Bu çerçeve ışığında, 1) kişinin kendisi ile 2) bireysel olarak ve 3) kişiler arsında oluşan tefekkür ve öğrenmeye ilişkin bulgular, çevrimiçi rol oyunlarında tartışılmıştır. Çalışma, yapılan araştırmanın uygulanabilirliği ve sınırlılıklarıyla bir sonuca varmıştır. Umulmaktadır ki, bu olgudaki gelişme, öğrenmeyle ilgili tefekkürün oluşabilmesine yönelik gelişmekte olan sürdürülebilir sanal toplulukların çok oyunculu bir yönde değişim göstermesini ve katı teknolojiden daha hafif tefekküre yönelik öğrenme ve uygulamalara doğru bir amaca yönelimin gerçekleşmesini sağlayacaktır.
Item type: | Journal article (Paginated) |
---|---|
Keywords: | Knowledge sharing, Knowledge creation, Role-playing, Reflection, Communities of practice, Bilgi paylaşımı, Bilgi üretimi, Rol oyunları, Yansıma (tefekkür), Uygulama toplulukları Introduction The increasing popularity of online role-playing games and the virtual communities they create are attracting much attention from business and academics. These virtual communities and environments provide invaluable opportunities for researchers to investigate various social and psychological aspects and issues, such as the role that online fantasy role-playing games and gaming communities can play for the learning of their playing members, or the virtual practice and learning of reflection in the game for real life and learning. The studies on fantasy role-playing games have a longer history than the investigations about the link between learning and role-playing games. Lortz (1979, p.36) defines fantasy role-playing game as a game, which allows a number of players to assume the roles of imaginary characters and operate with some degree of freedom in an imaginary environment. Gaming fantasy combines the expressive freedom of fantasy with the structure characteristics of games. Fantasy role-playing gamers, the party of players and game masters create their own cultural systems, generating identities and meanings in complex social worlds (Fine, 2002). With the development of information and communication technology (ICT) these games are carried to online environments. Online role-playing games have developed entire virtual worlds and communities with a sense of purpose, a shared history, and complex social interactions (Powazek, 2001; Murray, 2004). While the primary purpose of these (online) gaming communities is to have fun, nestled within them are important social and psychological phenomena such as identity construction, storytelling, learning, leadership, cooperation and competition. Moreover, phenomena emerging in these online communities can also be investigated almost entirely by unconventional online research methods such as Internet Interviewing (e-Interviews), systematically following an e-Research methodology. As Anderson and Kanuka (2003, p. 1) points out the e-research makes use of the Internet |
Subjects: | B. Information use and sociology of information > BA. Use and impact of information. G. Industry, profession and education. > GC. Computer and telecommunication industry. |
Depositing user: | Havva Alkış |
Date deposited: | 30 Aug 2010 |
Last modified: | 02 Oct 2014 12:17 |
URI: | http://hdl.handle.net/10760/14627 |
References
Downloads
Downloads per month over past year
Actions (login required)
![]() |
View Item |