Abstract
This study aims to empirically examine four modes of collaborative knowledge creation processes in Massively Multiplayer Online Game (MMOG) game-play, and their dynamic relationship with players’ engagement level, duration and perceived addictiveness. Although an increasing number of researchers explore the use of MMOG as a new generation of educational platform, the study for examining the empirical evidence of the occurrence and dynamics of collaborative learning behavior in MMOG is still under-researched. We use a self-report survey to collect quantitative data from World of Warcraft player and explore the aforementioned collaborative knowledge creation processes in MMOG grounded on Nonaka’s dynamic theory of organization creation. Our findings show a turning point at Level 40 with a significant change on Socialization and Combination mode. The paper ends with further analyses on Perceived Addictiveness which provide insights for future research.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of ED-MEDIA 2011 – World Conference on Educational Multimedia, Hypermedia & Telecommunications |
| Publication status | Published - 27 Jun 2011 |
| Event | ED-MEDIA 2011 – World Conference on Educational Multimedia, Hypermedia & Telecommunications - Lisbon, Portugal Duration: 27 Jun 2011 → 1 Jul 2011 |
Conference
| Conference | ED-MEDIA 2011 – World Conference on Educational Multimedia, Hypermedia & Telecommunications |
|---|---|
| Place | Portugal |
| City | Lisbon |
| Period | 27/06/11 → 1/07/11 |
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