This thesis aimed to extend the research on MMOG (Massively Multiplayer Online Game) gamebased
collaborative learning in the massive peer online environment, by exploring the role of
mutualistic co-presence from an ecological perspective to understand the dynamics of knowledge
conversion and helping behaviors of MMOG gamers. This thesis consists of three studies:
The first study was a preliminary study to gather general characteristics of MMOG to lay a
research framework for the thesis. It covered a documentation of personal experiences on playing
the game, Diablo 3, and discussed in detail its features and characteristics common to the MMOG
genre. This study found that the MMOG virtual environment consists of three major components as
listed in Alavi's (1994) Effective Learning Attributes, which include (1) active engagement in
knowledge construction, (2) cooperation and (3) problem-based learning. Part of this study has been
presented at PACIS 2009 (Kong & Kwok, 2009b).
The second study investigated the occurrence of collaborative learning in the massive peer
environment of MMOG, by exploring the existence of knowledge conversion modes in MMOG.
Results from an online survey targeted to World of Warcraft gamers showed the existence of four
modes of knowledge conversion based on Nonaka's Dynamic Theory of Organizational Knowledge
Creation. The results of study two showed that there were no significant differences in terms of
externalization and internalization across the different engagement levels, but that a turning point
was discovered for socialization and combination at the engagement level of 40. Part of the result of
this study has been presented at ED‐Media 2011 and received Outstanding Paper Award (Kong & Kwok, 2011).
The third study applied concepts from ecology and proposed the existence of mutualistic copresence
based on the theory in biological interactions. This study investigated the dynamics of
knowledge conversion behaviors in the MMOG by looking at the motivational drive and purpose of collaboration from the gamer's perspective. The results of study three showed that all the main
effects between motivation profile and corresponding mode of knowledge conversion were
significant. Part of theoretical framing and results of this study has been presented at PACIS 2013
(Kong & Kwok, 2013).
Conclusion of the thesis will summarize the findings of all three studies which provide
theoretical and practical implications to the academic, game developers and educators.
| Date of Award | 2 Oct 2013 |
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| Original language | English |
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| Awarding Institution | - City University of Hong Kong
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| Supervisor | Chi Wai Ron KWOK (Supervisor) |
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- Internet games
- Motivation (Psychology)
- Computer games
- Psychological aspects
Knowledge conversion in MMOG: examining the roles of motivational profile and mutualistic co-presence
KONG, J. (Author). 2 Oct 2013
Student thesis: Doctoral Thesis