Social Psychology and Massively Multiplayer Online Learning Games

Social Psychology and Massively Multiplayer Online Learning Games

Clint Bowers, Peter A. Smith, Jan Cannon-Bowers
Copyright: © 2009 |Pages: 17
ISBN13: 9781599048086|ISBN10: 1599048086|EISBN13: 9781599048116
DOI: 10.4018/978-1-59904-808-6.ch040
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MLA

Bowers, Clint, et al. "Social Psychology and Massively Multiplayer Online Learning Games." Handbook of Research on Effective Electronic Gaming in Education, edited by Richard E. Ferdig, IGI Global, 2009, pp. 702-718. https://doi.org/10.4018/978-1-59904-808-6.ch040

APA

Bowers, C., Smith, P. A., & Cannon-Bowers, J. (2009). Social Psychology and Massively Multiplayer Online Learning Games. In R. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 702-718). IGI Global. https://doi.org/10.4018/978-1-59904-808-6.ch040

Chicago

Bowers, Clint, Peter A. Smith, and Jan Cannon-Bowers. "Social Psychology and Massively Multiplayer Online Learning Games." In Handbook of Research on Effective Electronic Gaming in Education, edited by Richard E. Ferdig, 702-718. Hershey, PA: IGI Global, 2009. https://doi.org/10.4018/978-1-59904-808-6.ch040

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Abstract

The use of computer games and especially online games for educational purposes is growing in popularity. In this chapter we attempt to summarize findings from the area of social psychology as a basis to form propositions, guidelines, and research questions that will help develop effective multiplayer environments for learning. We are particularly interested in how to foster collaborative learning in multiplayer environments by exploiting the naturally occurring structures and features of popular massively multiplayer games. Where possible, we offer examples of how these features can be used to support learning and highlight areas in need of future research.

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