UGH. Ever since the group presentation on WoW (World of Warcraft) as an effective way to utilize video games in the classroom setting, I couldn't stop thinking about it. So here I am blogging on a windy Thursday night.
I'm sorry, but as a professional gamer (I believe Chris is as well) I can't help but disagree with their topic. I believe video games CAN be used effectively in a classroom setting, very effectively actually. However, WoW was possibly the worst example to use to prove it. In fact, I could almost argue that Grand Theft Auto would have a more effective and educational effect on kids in classrooms than WoW. Why you ask? What is so bad about WoW?
I'll tell you.
Just like books have several different genres, so do video games. WoW falls under the genre of MMORPG, which stands for Massive Multiplayer Online Role Playing Game. These kinds of games can be compared to social networking sites such as Facebook or Myspace, just with benefits. Benefits such as having your own avatar to represent you. In WoW, you make this avatar look like whatever you desire, and once created, you get to travel a digital world where several other people are as well. You interact with these other players (which are from across the globe) in many ways, from just sitting at a pub having drinks to banding together to take down a dragon. The players get to identify with their avatar more in WoW than a place like Myspace because you build that character up as if you were raising a child. The player strives to get stronger, gain better weapons and skills to make their life in the game easier. On top of that, players can compete against each other as well, giving plenty of room for (sometimes not-so-friendly) competition. This is what the genre of MMORPGs are all about.
Here is my claim as to why this genre is terrible in the classroom setting: MMORPGs never end. That's right, they don't END. Why do you think a game like WoW is so addictive? It is because the players must constantly strive to be greater and stronger, with no real end in sight. Even if you complete every quest and have the strongest weapons and armor, the game is not over. That is how MMORPGs work.
Now humans, ALL throughout history, have been ingrained with this idea of beginning, middle, and end. Our days begin with sunrise and breakfast and end with sunset and dinner. Even lives fall into this idea: birth is the beginning, death is the end; "mid-life" crisis can fill the middle. Every book begins and ends, every relationship begins and ends. That is just the NATURE of humans, beginnings and endings. WoW has no ending. Every game that falls under the genre of MMORPG have no ending. THAT is why they are so addicting, people. It is not the fact that the game is so amazing. Granted, WoW is considered to be the cream of the crop of this genre, but in the end it is the fact that it never ends that drives these children wild. Humans are built to finish things. How genius would it be to make money off something that can never be completed? That is WoW.
I speak from experience. I was once addicted to MMORPGs myself. I'm not sure if anyone in Wednesday's group has been, but from the sound of their presentation, I would argue that none of them have. I am not bashing their idea: I love it. I love video games, so I would love to see them integrated effectively into the classroom, but WoW...or any MMORPG for that matter, is NOT the example to use. There are so many other better choices, such as God of War to teach Greek mythology, or Final Fantasy to teach literacy, critical thinking, as well as mythology. They are not perfect examples, but in my opinion they are far better than WoW.
Many other genres of video games follow the beginning, middle, and end model. The best example I would give are RPGs, or role playing games. If you look it up, make sure they are RPGs, not MMORPGs. Big difference, people.
Well, there's my splurge. There's much more I can say on the topic, but I'm currently out of juice. Peace!
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment