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MMORPGs as Serious Games: Learning and Developing Social Skills Through MMORPGs

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Games and Learning Alliance (GALA 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13647))

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Abstract

Massively multiplayer online role-playing games (MMORPGs) are complex environments created for entertainment where the goals are set to be achieved by many players and/or groups. Therefore, playing MMORPGs requires the users to possess different social skills, build communities, and coordinate to face the challenges ahead. Recent literature suggests that these video games further help the learning process of a second language and can be used as a tool to develop practical skills. This article argues that given the complex structure of MMORPGs, users who play these video games develop new social skills, improve their previous and learn new ones applicable in real life. To understand if MMORPGs enhance social skills and produce real-life benefits like serious games, the research has been conducted with a netnography approach in (Nā€‰=ā€‰1) MMORPGs and (Nā€‰=ā€‰400) users involved in (PVE) and (PVP) activities. The findings illustrate that most users, from the early playtime stage of the game to the late one, have improved their social skills and, in some cases, learned new ones.

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Notes

  1. 1.

    An example of common MMORPGs: Word of Warcraft, Guild Wars 2, Black Desert.

  2. 2.

    Players must participate in a series of activities with their character previously created, such as Raids, which is a coordinated attack against a boss, farming experience and items to increase the character's power, fight against other players (PVP) and participate in events.

  3. 3.

    Player Versus Environment - Players compete/fight against the gameā€™s artificial intelligence.

  4. 4.

    Player Versus Player ā€“ Players compete/fight against other players.

  5. 5.

    The results are reported with a 10% deviation, as some players stopped playing during the three years or there was insufficient data. Furthermore, the accuracy isā€‰+ā€‰- 5%.

  6. 6.

    The score of 3, representing "neutral," has been calculated as it is an uncertain answer that, in any case, expresses a value that can be further interpreted.

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Correspondence to Matteo Curcio .

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Curcio, M. (2022). MMORPGs as Serious Games: Learning and Developing Social Skills Through MMORPGs. In: Kiili, K., Antti, K., de Rosa, F., Dindar, M., Kickmeier-Rust, M., Bellotti, F. (eds) Games and Learning Alliance. GALA 2022. Lecture Notes in Computer Science, vol 13647. Springer, Cham. https://doi.org/10.1007/978-3-031-22124-8_30

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  • DOI: https://doi.org/10.1007/978-3-031-22124-8_30

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  • Online ISBN: 978-3-031-22124-8

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