“A Totally Different World”: Playing and Learning in Multi-User Virtual Environments


Kao Linda Galas Cathleen Kafai Yasmin
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

This study examines children’s perceptions of their experiences in two science-oriented multi-user virtual environments (MUVEs), River City and Whyville. Sixth-grade students were asked how they would rate and compare different features of these environments. The children rated River City as providing greater educational benefits but preferred communicating with real people in Whyville as opposed to River City’s computer-based agents. They felt more integrated into the community in Whyville, where they enjoyed equal participation with other members, than as guests to the virtual town of River City. Finally, children rated their enjoyment at customizing their unique Whyville avatars higher than when selecting a pre-constructed avatar in River City; however, they rated both MUVEs highly when asked about seeing their avatars onscreen.

 

“A Totally Different World”: Playing and Learning in Multi-User Virtual Environments


Kao Linda Galas Cathleen Kafai Yasmin
2002 Computer Games and Digital Cultures Conference Proceedings

This study examines children’s perceptions of their experiences in two science-oriented multi-user virtual environments (MUVEs), River City and Whyville. Sixth-grade students were asked how they would rate and compare different features of these environments. The children rated River City as providing greater educational benefits but preferred communicating with real people in Whyville as opposed to River City’s computer-based agents. They felt more integrated into the community in Whyville, where they enjoyed equal participation with other members, than as guests to the virtual town of River City. Finally, children rated their enjoyment at customizing their unique Whyville avatars higher than when selecting a pre-constructed avatar in River City; however, they rated both MUVEs highly when asked about seeing their avatars onscreen.

 

On the border: pleasure of exploration and colonial mastery in Civilization III play the world


Lammes Sybille
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

Games like Myst, Civilisation and Anno 1602 are centred around the virtual travelling of the gamer through unknown worlds. The voyage s/he undertakes often hinges on notions of colonialist exploration, turning the gamer into a traveller who surveys and masters unknown domains and learns to control techno-scientific principles along the way. Since such games are related to a mentality of colonialism, questions should be asked about how such games can be located in its discursive formation. This paper will shed light on these questions by analysing Civilization III and my experiences of playing this game.