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1/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Player Characters
as Devices for Supporting Learning
in Massively Multiplayer Online Games
Iro Voulgari
avoulgari@upatras.gr
Vassilis Komis
komis@upatras.gr
Department of Educational Sciences
& Early Childhood Education
University of Patras, Greece
2/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
MMOGs Player Character
• MMOGs and Learning: game rules and mechanics,
strategies, interpersonal, communication and collaboration
skills
• Player Character = Representation of player in virtual
environment
 mediate interactions with virtual world and with others
• Objective: Discuss the role of the player characters for
supporting learning
• Transfer to the design of learning environments?
3/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Research Methodology
• Mixed method research
– Qualitative
• interviews
• expert players (N=27), various MMOGs
– Quantitative
• online survey
 Q12 “Why did you select that particular character (your main
character)? (select all that apply)” (Ν=240)
 Q13 “Do you have any other alternative characters (alts) in the game,
and if yes, why did you create them? (select all that apply)” (Ν=208)
 multiple choice-multiple response
• various MMOGs, >18y
4/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Theoretical Framework
• Cognitive Support & Social Support & Affective Aspect
of learning environments
– Increase the efficiency of learning processes
– Engagement with learning content
– Positive impact on learning outcomes
• (Boekaerts, 2001; Volet, 2001; Dillenbourg, Järvelä, and Fischer, 2009;
Anderson et al., 2000; Sfard, 1998; Lave & Wenger, 1991; …)
5/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Player Characters and the Cognitive
Dimension
• Content Exploration
– different virtual characters - different gaming experience
– access to different aspects of the game
– characters as tools for exploring the content of the game
• “[in Lineage] I knew that at some point I would have to cope with
other characters, so I wanted to have a more global view of their
playing style, their skills, and the strategies needed for confronting
them. [...] I have also created an Orc character, a warrior, so as to
learn the skills they have, to see the playing style [...] I have also
created a Mage, so as to see their aspect of the game as well”
• “[I created a second character] To increase the complexity of the
game”
6/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Player Characters and the Cognitive
Dimension
• Progress and Support
– "alts" to facilitate and reinforce progress
– to support the group
• “I needed a Dwarf [because] I needed to craft stuff, and the clan also
needed a crafter [...] so when I joined the clan I decided to create a
Dwarf”
• “I created the Crafter character for the money [income]. [for] the
same [reason] I created the Spoiler; again for the money. For the
Prophet, I created him because you simply can’t level up without a
Prophet”
• “[the character I created] was essential for my group”
7/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Player Characters and the Cognitive
Dimension
• Immersion into the Narrative
– narrative: backdrop for the progress
– opportunities for thinking, assessing, researching, supports
a consistent and meaningful framework for the actions and
tasks of the learners, situated understanding of the context
– virtual characters: integral part of story and narrative,
immersion in the narrative and story
• “[the races] correspond to the four main tendencies of our modern [real-world]
society, the global society. There is a theocratic race, a capitalist race, a race of
ex-slaves, and a democratic race. The opponents of the ex-slaves are the
theocrats, and the opponents of the capitalists are the democrats” (EVEOnline
player, no v. characters but background story)
8/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Player Characters and the Social
Dimension
• Promoting Collaborative Interactions
– complementary virtual characters, need each-other for
resources, completing quests
– collaboration
• “Me and my team, we selected our characters together, after some
discussion and having as our main aim the best possible role
distribution in our team. So I took up the task of creating a warrior.
The choice of the race was up to my personal aesthetic criteria.”
• “[the different characters] close the circle of the game; the
economic circle of the game. Someone will be a better miner, and so
he/she will work with the minerals and supply to the market. The
constructor will buy the minerals and, since his/her construction
skills are better, he/she will produce more ships with less minerals”
9/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Player Characters and the Affective
Dimension
• Selecting Playing Style
– different game characters: different play styles, different
gaming experience
– players select based on preferences, motivations, goals, and
expectations
• “Based on the descriptions I had read and comments from other players, I decided I
like that specific character type, the Kamael, the most, because it is designed to act in
the context of massive PVP and create chaos; it uses debuffs for disarming the
opponents, leave them stunned, that is in a condition where they can’t attack for a
few seconds. And that is what drew me to this specific character type”
• “[My player character] is a long range combat character type. It doesn’t have to be
close to the monster. Short range combat frustrates me. It frightens me. I’m afraid
that the monster may kill me, because when you get killed you lose your XP
[experience points]”
10/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Player Characters and the Affective
Dimension
• Expression of Player Personality and Ideology
– identification of aspects of virtual character story,
personality, appearance, behavior, with aspects of
personality and ideology of player
• "[my player character] is my opposite, my alter ego”
• “[...] and certainly, due to my own personality and ideology, I selected a
democratic character” (EVEOnline player, no v. characters but background
story)
• “[I selected a healer player character because] I like helping other people”
• “I like Dwarfs because they express a way of life different than mine”
• "If someone wants to play the bad guy, he/she will select an Orc or a Dark
Elf”
11/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Player Characters and the Affective
Dimension
• Emotional Bonding
– reported emotional bonding with virtual character
– time invested for progressing and personalizing
– animations, appearance, name
• “If you give a name to the character, you feel a bond with it. It’s like
a pet. You take it home and it never leaves you”
• “You create it, you love your character, you feel proud for it, you
dress him/her, very simple apparel in the beginning, and then more
elaborate. You take screenshots and you see how he/she was at level
10, and then at level 20, and 30, and you say ‘look how he/she was!’
This is more or less how it goes”
12/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Player Characters and the Affective
Dimension
• Appearance and Aesthetic Appeal
– external representation, appearance of the v. character
– element for reinforcing connection with player
– players reported selecting v. character corresponding to
their aesthetic appeal
• “[I selected] a Monk because I like martial arts, and a female
because some gear and some movements don’t show that well on
male models”
• “For the race I have selected (undead), I was mainly based to my
aesthetic criteria; it was the only race available that I liked”
13/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Criteria for the selection of the main
player character
Q12 “Why did you select that particular character (your main character)? (select all
that apply)” (N=240)
14/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Criteria for the selection of the secondary
player characters (alts)
Q13 “Do you have any other alternative characters (alts) in the game, and if yes,
why did you create them? (select all that apply)” (N=208)
15/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Conclusions
• Identified patterns based on data, mapped in a learning framework
• Player Characters = dynamic, multidimensional devices
– Motivation, engagement, empathy, interactions with others
• Powerful tool for constructing an effective and motivating learning experience
within a virtual environment
16/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013
Thank you!
Iro Voulgari Vassilis Komis
avoulgari@upatras.gr komis@upatras.gr
Department of Educational Sciences
in Early Childhood Education
University of Patras

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Player Characters as Devices for Supporting Learning in Massively Multiplayer Online Games

  • 1. 1/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Player Characters as Devices for Supporting Learning in Massively Multiplayer Online Games Iro Voulgari avoulgari@upatras.gr Vassilis Komis komis@upatras.gr Department of Educational Sciences & Early Childhood Education University of Patras, Greece
  • 2. 2/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 MMOGs Player Character • MMOGs and Learning: game rules and mechanics, strategies, interpersonal, communication and collaboration skills • Player Character = Representation of player in virtual environment  mediate interactions with virtual world and with others • Objective: Discuss the role of the player characters for supporting learning • Transfer to the design of learning environments?
  • 3. 3/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Research Methodology • Mixed method research – Qualitative • interviews • expert players (N=27), various MMOGs – Quantitative • online survey  Q12 “Why did you select that particular character (your main character)? (select all that apply)” (Ν=240)  Q13 “Do you have any other alternative characters (alts) in the game, and if yes, why did you create them? (select all that apply)” (Ν=208)  multiple choice-multiple response • various MMOGs, >18y
  • 4. 4/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Theoretical Framework • Cognitive Support & Social Support & Affective Aspect of learning environments – Increase the efficiency of learning processes – Engagement with learning content – Positive impact on learning outcomes • (Boekaerts, 2001; Volet, 2001; Dillenbourg, Järvelä, and Fischer, 2009; Anderson et al., 2000; Sfard, 1998; Lave & Wenger, 1991; …)
  • 5. 5/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Player Characters and the Cognitive Dimension • Content Exploration – different virtual characters - different gaming experience – access to different aspects of the game – characters as tools for exploring the content of the game • “[in Lineage] I knew that at some point I would have to cope with other characters, so I wanted to have a more global view of their playing style, their skills, and the strategies needed for confronting them. [...] I have also created an Orc character, a warrior, so as to learn the skills they have, to see the playing style [...] I have also created a Mage, so as to see their aspect of the game as well” • “[I created a second character] To increase the complexity of the game”
  • 6. 6/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Player Characters and the Cognitive Dimension • Progress and Support – "alts" to facilitate and reinforce progress – to support the group • “I needed a Dwarf [because] I needed to craft stuff, and the clan also needed a crafter [...] so when I joined the clan I decided to create a Dwarf” • “I created the Crafter character for the money [income]. [for] the same [reason] I created the Spoiler; again for the money. For the Prophet, I created him because you simply can’t level up without a Prophet” • “[the character I created] was essential for my group”
  • 7. 7/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Player Characters and the Cognitive Dimension • Immersion into the Narrative – narrative: backdrop for the progress – opportunities for thinking, assessing, researching, supports a consistent and meaningful framework for the actions and tasks of the learners, situated understanding of the context – virtual characters: integral part of story and narrative, immersion in the narrative and story • “[the races] correspond to the four main tendencies of our modern [real-world] society, the global society. There is a theocratic race, a capitalist race, a race of ex-slaves, and a democratic race. The opponents of the ex-slaves are the theocrats, and the opponents of the capitalists are the democrats” (EVEOnline player, no v. characters but background story)
  • 8. 8/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Player Characters and the Social Dimension • Promoting Collaborative Interactions – complementary virtual characters, need each-other for resources, completing quests – collaboration • “Me and my team, we selected our characters together, after some discussion and having as our main aim the best possible role distribution in our team. So I took up the task of creating a warrior. The choice of the race was up to my personal aesthetic criteria.” • “[the different characters] close the circle of the game; the economic circle of the game. Someone will be a better miner, and so he/she will work with the minerals and supply to the market. The constructor will buy the minerals and, since his/her construction skills are better, he/she will produce more ships with less minerals”
  • 9. 9/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Player Characters and the Affective Dimension • Selecting Playing Style – different game characters: different play styles, different gaming experience – players select based on preferences, motivations, goals, and expectations • “Based on the descriptions I had read and comments from other players, I decided I like that specific character type, the Kamael, the most, because it is designed to act in the context of massive PVP and create chaos; it uses debuffs for disarming the opponents, leave them stunned, that is in a condition where they can’t attack for a few seconds. And that is what drew me to this specific character type” • “[My player character] is a long range combat character type. It doesn’t have to be close to the monster. Short range combat frustrates me. It frightens me. I’m afraid that the monster may kill me, because when you get killed you lose your XP [experience points]”
  • 10. 10/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Player Characters and the Affective Dimension • Expression of Player Personality and Ideology – identification of aspects of virtual character story, personality, appearance, behavior, with aspects of personality and ideology of player • "[my player character] is my opposite, my alter ego” • “[...] and certainly, due to my own personality and ideology, I selected a democratic character” (EVEOnline player, no v. characters but background story) • “[I selected a healer player character because] I like helping other people” • “I like Dwarfs because they express a way of life different than mine” • "If someone wants to play the bad guy, he/she will select an Orc or a Dark Elf”
  • 11. 11/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Player Characters and the Affective Dimension • Emotional Bonding – reported emotional bonding with virtual character – time invested for progressing and personalizing – animations, appearance, name • “If you give a name to the character, you feel a bond with it. It’s like a pet. You take it home and it never leaves you” • “You create it, you love your character, you feel proud for it, you dress him/her, very simple apparel in the beginning, and then more elaborate. You take screenshots and you see how he/she was at level 10, and then at level 20, and 30, and you say ‘look how he/she was!’ This is more or less how it goes”
  • 12. 12/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Player Characters and the Affective Dimension • Appearance and Aesthetic Appeal – external representation, appearance of the v. character – element for reinforcing connection with player – players reported selecting v. character corresponding to their aesthetic appeal • “[I selected] a Monk because I like martial arts, and a female because some gear and some movements don’t show that well on male models” • “For the race I have selected (undead), I was mainly based to my aesthetic criteria; it was the only race available that I liked”
  • 13. 13/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Criteria for the selection of the main player character Q12 “Why did you select that particular character (your main character)? (select all that apply)” (N=240)
  • 14. 14/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Criteria for the selection of the secondary player characters (alts) Q13 “Do you have any other alternative characters (alts) in the game, and if yes, why did you create them? (select all that apply)” (N=208)
  • 15. 15/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Conclusions • Identified patterns based on data, mapped in a learning framework • Player Characters = dynamic, multidimensional devices – Motivation, engagement, empathy, interactions with others • Powerful tool for constructing an effective and motivating learning experience within a virtual environment
  • 16. 16/16Player Characters & Learning in MMOGsFDG 2013, G4L Workshop 16/5/2013 Thank you! Iro Voulgari Vassilis Komis avoulgari@upatras.gr komis@upatras.gr Department of Educational Sciences in Early Childhood Education University of Patras