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Games are networking the world. Titles like ‘PokemonGO’ are showing the industry how the world can be an MMO. Hardware coming from major companies is promising goggles and lenses and magical graphical overlays. But… if gamers are living in an MMO, doesn’t that mean they’re suddenly also the NPCs? The avatars? How do they call customer service? And who’s community managing Earth? In this session, Raph talks about the social and ethical implications of turning the real world into a virtual world, and how the lessons of massively multiplayer virtual worlds are more relevant than ever.
Professor Dezuanni and his team observed and interviewed 8- and 9-year-old students in Brisbane who regularly played Minecraft at home and at school. They found that the game helped the students analyze math problems, collaborate on projects, and engage in rich social interaction as they discussed their individual processes and results.
“The teachers working with those students have been quite impressed by the way students work with the game, as well,” Dezuanni said.