Posts tagged: MMOs

Facebook Adds to Appeal with Zynga Game Network

There has been buzz before about the similarities of social networks and MMO videogames. Both involve interactive screen time. Both involve use of the Internet, cooperation, and social activities. Both have also been criticized for overuse and for a variety of public ailments.

So it comes as little surprise that social sites have taken steps to integrate videogames in an effort to provide members more reasons to stay online and spend time with one another. Brad Stone has a nice article in The New York Times this week on the efforts of the Zynga Game Network to create online games for Facebook. Facebook opened up its network to developers to create third party apps, to much success (the recent award “Blog of the Week” for this blog is linked to one such app, TopNetPix).

The games are simple and traditional, such as Texas hold ’em poker, blackjack, and Boggle. Members can play with their friends, and invite others to the game. Developers keep ad revenue, so both Facebook and Zynga profit from the increased interactivity on the site from videogames. Here’s the money quote:

“People already love to play casual games,” said Fred Wilson, a partner at the venture capital firm Union Square Ventures, which led a $10 million round of financing in Zynga. “But when you take a casual game and stick it inside a social network, it becomes way more exciting. This is like pouring gasoline on fire.”

The interactive nature of games and the idea of injecting a little fun into an activity appeals to serious game makers. I can see the notion of a team inside a virtual interactive environment (VIE) engaging in a game to help solve a learning objective as a viable possibility. At its simplest levels, math can be easily game-ified, or taught within the context of other games. For instance, a learner in a VIE could engage in a virtual card game and be taught the odds of drawing to a flush versus drawing to a straight. Likewise vocabulary building, spelling, and other lower level reading skills are all easily incorporated in videogames.

One such game that might have some small educational appeal on Facebook, Scrabulous, is under legal assault by Hasbro, owner of Scrabble.

References:
Associated Press. (2008, January 17). Makers of Scrabble target Facebook version of game. The Wall Street Journal, p.B4.

Stone, B. (2008, January 15). More than games, a net to snare social networkers. The New York Times. [Online.] Available: http://www.nytimes.com/2008/01/15/technology/15facebook.htm

Are Social Sites Good for Educating?

After examining the convergence of MMOs with social networking sites and their game-like similarities, we are faced with the question: Should schools leverage social sites for academic purposes? In a report released this summer, the National School Boards Association indicates that school districts “may want to consider re-examining their policies and practices and explore ways in which they could use social networking for educational purposes.” The discussion continues in an online chat at NSBA’s website with Will Richardson over at the Weblogg-ed blog and Connective Learning entitled, “What are the Educational Benefits of Social Networking for Students and Teachers?”

The report released by the NSBA, “CREATING & CONNECTING//Research and Guidelines on Online Social — and Educational — Networking” came out in July, 2007. The report compiled results from three surveys. The first was online, with 1,277 students aged 9-17. The second involved 1,039 parents and was also online. Finally, 250 school district decision makers were surveyed by phone. Grunwald Associates directed the study while Hypothesis Group managed the field research. Funding for the studies was provided by Microsoft, News Corp., and Verizon.

Researchers looking for statistics of online social networking among children will find a goldmine of info here. The 12 page report is filled with charts and graphs detailing online activities and preferences among young netizens in MySpace and Facebook showing that online activities are approaching parity with television watching among the nation’s youth in total hours devoted to entertainment.

But the recommendations at the end of the report have caused social sites opponents and those against use of the Internet in classrooms to cry foul. In particular, the following recommendations have ruffled the most feathers:

- Consider using social networking for staff communications and professional development.

- Find ways to harness the educational value of social networking.

- Reexamine social networking policies [in schools].

- Encourage social networking companies to increase educational value.

The funding element has led the focus for most of the criticism. In an L.A. Times article, reporters Alex Pham and Alana Semuels note that the Judge Baker Children’s Center in Boston cast aspersions on the report due to its funding by Microsoft (part owner of Facebook), and News Corp. (owner of MySpace).

But because the report was funded in part by companies behind two of the most popular social-networking sites, the school board group should disavow its recommendations, said Susan Linn, director of the Campaign for a Commercial-Free Childhood at the Judge Baker Children’s Center, which is affiliated with Harvard Medical School.

“The report reads more like a public relations tool designed to allay educators’ concerns about social networking than a serious investigation of the complex issues raised by introducing new commercialized technology into the classroom,” Linn wrote in a letter to Anne L. Bryant, executive director of the school group.

In response, Bryant indicated the funding entities had nothing to do with conducting and writing the report, and that to ignore the educational potential of social networking sites is tantamount to “putting one’s head in the sand.” The reporters conclude by suggesting most of the angst with social networking in schools revolves around online advertising on the sites.

The tug-of-war between those desiring greater access to technology and Web 2.0 tools in the schools versus those who do not, continues. As Miguel Guhlin pointed out last week, it extends down to the tech director level, showing up in various levels of attitudes. As more and more luminaries and national organizations come out in support of the idea, though, will resistance fade or strengthen?

 

References:
Creating & connecting//Research and guidelines on online social — and educational — networking. (2007, July). National School Boards Association. Alexandria, VA.

Pham, A., & Semuels, A. (2007, November 19). Educators weigh merits of social network sites. Los Angeles Times. [Online.] Retrieved November 24, 2007 from http://www.latimes.com/news/education/la-fi-schools
19nov19,1,5428223.story?

 

Update:

Thanks to the folks at the LifeLongLearning Lab for pointing out the link to the report changed. I’ve updated it.

 

Raid a Dungeon then Trade Business Cards: Professional Networking Merges with MMOs

Here’s a refreshing Australian news piece slanted toward the positive aspects of gaming. An article running in ABC Southern Queensland offers an interview with Dr. Penny de Byl in the Department of Mathematics and Computing over at the University of Southern Queensland. Here is the most intriguing quote of many:

“There is a field called ’serious games’. Serious games have come from the ‘edutainment’ genre that used to be around. They’re serious games for training military personnel, mathematics applications, emergency wards in hospitals. If you can think of a domain, there will be a serious game out there for it. What they do is they bring the authentic environment to the students…Games inherently teach. Whenever you pick up a game you will learn something new, because you will learn how to control it. People learn better when they’re interacting with things. You can’t help but learn from games. Because kids are so engaged in games, if we can put serious content into them, in the correct way, they’re learning without trying.”

So academically, games are good fodder for research. The article then examines the social aspects of gaming. Now that doctors, lawyers, and other professionals are such ardent gamers, does this leisure activity gain the same social stature as, say, golf? It certainly offers possibilities for higher numbers of contacts while socializing than do many RL activities. “[Y]ou could still play golf, but you can’t play golf with thirty of your mates at the same time,” one interviewee pointed out.

On a related note, the Associated Press ran an article recently on the merging of social networking with online gaming.

Social and gaming networks, once considered polar opposites, are cross-pollenating [sic] as online interactions replace prime-time TV and other, more traditional media experiences. Games like “Kaneva” are attracting players that games like “Super Mario Brothers” never did … Game developers say there’s money for both sides in this convergence.

Kartrider and Kaneva offer opportunities to socialize while playing. Facebook has Scrabulous and MySpace plans a game channel soon. Could we see redefinitions of MMOs and MMORPGs as we know them?

MySpace and Facebook are massively multiplayer games in disguise, says Gabe Zichermann, who is developing “rmbr,” which he says will make a video game out of tagging and sharing digital photos … “They’re going to be able to monetize their users at the same level (as the games do),” Jessica Tams, managing director of the Casual Games Association, said of the social network sites. “That’s a lot of money.”

Christopher Sherman, executive director of Virtual Worlds Management, and Joshua Smyth over at Syracuse also get nice quotes.

So, stay a while, slay a while, and by the way … here’s my card.

References:
Associated Press. (2007, November 22). Online video games meet social networking tools and find they have a lot in common. [Online.] Retrieved November 22, 2007 from: http://www.iht.com/articles/ap/2007/11/23/america/
NA-FEA-A-E-TEC-US-Social-Games-Online.php

Is it OK for adults to play video games? (2007, November 22). ABC Southern Queensland. [Online]. Available: http://www.abc.net.au/southqld/stories/s2098500.htm?backyard