246 research outputs found

    Digital-gaming trajectories and second language development

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    Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals’ beliefs about the validity of gameplay. This has proven challenging as research methods which provide insight into the gameplay experiences and its many factors are needed. Having the gameplay experience occur extramurally is desirable, but makes the direct observation of the learners’ activities by a researcher difficult. For this reason, we suggest approaching digital game-based language learning through complex adaptive systems research (Larsen-Freeman & Cameron, 2008a) and employing Dörnyei’s (2014) retrodictive qualitative modeling to capture the complex synchronic and diachronic variability of the learners and their individual nonlinear gaming trajectories with requisite data density and over a considerable period of time. This article draws on a study examining language learners playing the online role-playing game World of Warcraft over four months. We will focus on the data collection in this observational study and the methods of analysis of a complex adaptive system, which helped to better understand the role of extramural digital gaming for the purpose of second-language development

    WRITING FOR EACH OTHER: DYNAMIC QUEST GENERATION USING IN SESSION PLAYER BEHAVIORS IN MMORPG

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    Role-playing games (RPGs) rely on interesting and varied experiences to maintain player attention. These experiences are often provided through quests, which give players tasks that are used to advance stories or events unfolding in the game. Traditional quests in video games require very specific conditions to be met, and for participating members to advance them by carrying out pre-defined actions. These types of quests are generated with perfect knowledge of the game world and are able to force desired behaviors out of the relevant non-player characters (NPCs). This becomes a major issue in massive multiplayer online (MMO) when other players can often disrupt the conditions needed for quests to unfold in a believable and immersive way, leading to the absence of a genuine multiplayer RPG experience. Our proposed solution is to dynamically create quests from real-time information on the unscripted actions of other NPCs and players in a game. This thesis shows that it is possible to create logical quests without global information knowledge, pre-defined story-trees, or prescribed player and NPC behavior. This allows players to become involved in storylines without having to perform any specific actions. Results are shown through a game scenario created from the Panoptyk Engine, a game engine in early development designed to test AI reasoning with information and the removal of the distinction between NPC and human players. We focus on quests issued by the NPC faction leaders of several in-game groups known as factions. Our generated quests are created logically from the pre-defined personality of each NPC leader, their memory of previous events, and information given to them by in-game sources. Long-spanning conflicts are seen to emerge from factions issuing quests against each other; these conflicts can be represented in a coherent narrative. A user study shows that players felt quests were logical, that players were able to recognize quests were based on events happening in the game, and that players experienced follow-up consequences from their actions in quests

    Online Digital Game-Based Language Learning Environments: Opportunities for Second Language Development

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    This dissertation project is an analysis of the language learning processes of 14 learners playing in and interacting with the massive multiplayer online role-playing game (MMORPG) World of Warcraft (WoW) in German in order to determine how second language development (SLD) emerges. The data for this study was collected from the in-game experiences and out-of-game conversations of students at the University of Waterloo over the course of four months. Participants were asked to play the game in an extramural setting without any instructor intervention; the only stipulation was that each participant played a minimum of 10 hours. Three times throughout the course of the study, participants met in small focus groups to discuss their gameplay experiences in German. By doing so, the near transfer of linguistic constructions from the gaming context to the out-of-game environment could be observed as evidence of SLD. A complex adaptive systems (CAS) theoretical framework was employed to analyze the language learning and gameplay trajectories of the learners. All language that was observed and produced was recorded and transcribed in order to determine to what extent the transfer occurs while playing WoW, and which type of language learner and approach to gameplay is optimally suited for extramural digital game-based language learning (DGBLL). Pairwise comparisons were conducted for which eight participants were studied in detail. Each individual’s gameplay and language learning experience resulted in the computation of an efficacy score, representing how much linguistic growth occurred relative to the amount of language production that each individual contributed in the in-person or online conversations. By analyzing the efficacy of the learners’ trajectories through a retrodictive qualitative modeling methodology, whereby the process of analysis is reversed so that the outcomes of the system are considered first, each learner’s SLD is traced back to determine which factors and experiences emergent in DGBLL influenced change and growth. The results of this study position MMORPGs as well-suited for SLD in extramural contexts so long as learners are given the opportunity to communicate about the game with fellow players or language learners. If this condition is met, and individuals are given the opportunity to experience the game at their own pace, learners are able to successfully transfer linguistic constructions from the gaming context to the out-of-game environment. Fundamentally, the analysis of these results reveals that due to gameplay and language learning trajectories being nonlinear, a CAS conceptualization of gameplay for SLD purposes is necessary to understand the many factors and influences which lead to development and change within the system. Each learner’s efficacy score proves to be a valuable means by which to gauge the SLD of each learner over the course of the gameplay experience, suggesting that certain factors, such as the amount of time spent playing the game, and the learner’s previous experience learning languages and its relation to his or her rationale for studying German, are worth researching in order to best understand the growth conditions which will lead to SLD in DGBLL

    Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games

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    This dissertation examined the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies. The first study, as a scoping review, synthesized 32 empirical papers, which investigated different aspects of L2 development in the context of these games. It sought to find out what aspects of L2 learning have been examined and how, and what the findings suggest regarding L2 learning opportunities and outcomes. This study highlighted that empirical research in this area is mainly qualitative and that L2-related affective factors, vocabulary, and communicative competence have been the most widely investigated topics. It concluded that MMOGs afford socially supportive and emotionally safe environments, which encourage L2 learners to use multiple opportunities for enriching their L2 vocabulary and enhancing their communicative competence in the target language. The second study was an exploratory research. It adopted an interactionist approach to characterize the nature of the negotiations of meaning that occurred in the conversational exchanges between native (NES) and non-native English speakers (NNESs) playing World of Warcraft. The data consisted of 63 hours of audio-recorded, in-game conversations over a 5-month period. The participants consisted of an NES and 6 NNESs who were divided into two groups (low and high intermediate) according to their English language proficiency. This study identified and characterized the most frequently occurred triggers, indicators, responses and reaction to the responses in three types of dyadic conversational exchanges. The third study examined L2 development through ―usage-based‖ theories of language learning. It was a time-series (longitudinal) research that examined the trend of changes in the linguistic complexity of the NNESs‘ spoken discourse during a 5-month period of gameplay. This examination involved repeated (in three equally-distributed time intervals) calculations of fourteen syntactic complexity indices and the indices associated with three components of lexical complexity (diversity, sophistication, and density). Overall, the results turned out to be more promising for the low intermediate than the high intermediate group of the NNESs. More detailed findings are presented and discussed in light of the current literature

    Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games

    Get PDF
    This dissertation examined the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies. The first study, as a scoping review, synthesized 32 empirical papers, which investigated different aspects of L2 development in the context of these games. It sought to find out what aspects of L2 learning have been examined and how, and what the findings suggest regarding L2 learning opportunities and outcomes. This study highlighted that empirical research in this area is mainly qualitative and that L2-related affective factors, vocabulary, and communicative competence have been the most widely investigated topics. It concluded that MMOGs afford socially supportive and emotionally safe environments, which encourage L2 learners to use multiple opportunities for enriching their L2 vocabulary and enhancing their communicative competence in the target language. The second study was an exploratory research. It adopted an interactionist approach to characterize the nature of the negotiations of meaning that occurred in the conversational exchanges between native (NES) and non-native English speakers (NNESs) playing World of Warcraft. The data consisted of 63 hours of audio-recorded, in-game conversations over a 5-month period. The participants consisted of an NES and 6 NNESs who were divided into two groups (low and high intermediate) according to their English language proficiency. This study identified and characterized the most frequently occurred triggers, indicators, responses and reaction to the responses in three types of dyadic conversational exchanges. The third study examined L2 development through ―usage-based‖ theories of language learning. It was a time-series (longitudinal) research that examined the trend of changes in the linguistic complexity of the NNESs‘ spoken discourse during a 5-month period of gameplay. This examination involved repeated (in three equally-distributed time intervals) calculations of fourteen syntactic complexity indices and the indices associated with three components of lexical complexity (diversity, sophistication, and density). Overall, the results turned out to be more promising for the low intermediate than the high intermediate group of the NNESs. More detailed findings are presented and discussed in light of the current literature

    Negotiations for meaning in the context of a massively multiplayer online role-playing game

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    This study investigated negotiations for meaning as conditions for second language (L2) learning in the context of a massively multiplayer online role-playing game, World of Warcraft (WoW) (Blizzard Entertainment, 2004). Varonis and Gass’s (1985) and Smith’s (2003a) models were used to identify negotiation episodes during on-task and off-task talks among the participants while playing WoW. The participants were six non-native (NNS) and one native English speaker (NS). The NNSs were divided into two teams of three: Team 1 (T1) pre-intermediate and Team 2 (T2) upper-intermediate. The NS played the game with both teams. The study lasted for six months and resulted in 59.96 hours of recorded audio and nine hours of screen-recorded gaming sessions. Negotiation patterns were compared across the L2 proficiency levels and three different types of dyads. The results revealed that (a) T1 encountered more communication breakdowns, but T2 engaged in more negotiations, (b) T1 engaged in more complex negotiations, (c) breakdowns and negotiations occurred more during off-task talk, and (d) breakdowns were triggered more by the NS’s utterances in T1 and by NNSs’ utterances in T2. The results also showed the participants’ abundant L2 use to undertake authentically contextualized game-driven tasks, meticulous involvement in bi- and multi-lateral negotiations, and creative strategies to resolve incomprehension

    A Proposed Model of Character Progression Taxonomy in Massively Multiplayer Online Role-Playing Games (MMORPG’s)

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    A novel taxonomy for character progression in Massively Multiplayer Online Role-Playing Games (MMORPG’s) was developed into three main functions: the identification, classification, and nomenclature of character progression types. A conceptual framework was established assessing two existing character progression types, linear character progression and nonstatistic character progression, using the grounded theory research method approach. The framework was then used as a form of reference in order to develop the classification and nomenclature of character progression types. These results are a foundation to determine whether a novel, hybrid approach to character progression could increase the level of player investment in gameplay based on the taxonomy of character progression types. Ultimately, this taxonomy can serve designers’ critical thinking process, enabling them to better accommodate their specific audience of players, potentially reducing player churn rate

    Organizacijsko modeliranje višeagentnih sustava velikih razmjera s primjenom na računalne igre

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    The most popular and frequent methods of conducting a system of agents, of smallor large-scale, are those based on swarm intelligence, and organisational models. Organisational models for multi-agent systems are being developed alongside their role in the modern world. Technological improvements lead to creation of systems comprising thousands, or millions, of agents – large-scale multiagent system (LSMAS). Numerous LSMAS application domains (Internet of Everything (IoE), massively multi-player online games (MMOGs), smart cities, etc.) make LSMAS a genuinely useful concept in the modern era. Recent studies argue higher efficiency of LSMAS with imposed organisation, as opposed to systems with emerging intelligence. This makes organisational modelling of LSMAS a particularly interesting research subject. Organisational model based on ontology comprising LSMAS-related organisational concepts, built conforming to modern organisational perspectives for LSMAS, is a step towards easier LSMAS modelling. The ontology is basis for an organisational metamodel for LSMAS, which, coupled with graph grammars and logic, is suitable for modelling organisational dynamics, especially in the domain of massively multi-player online role-playing games (MMORPGs).Najpoznatiji i najučestaliji oblici uređenja sustava agenata, velikog ili malog razmjera, su oni koji se temelje na inteligenciji roja i oni koji svoje osnove vuku iz organizacijskih modela. Organizacijski modeli višeagentnih sustava razvijaju se usporedno s ulogom takvih sustava u modernom svijetu. Razvojem tehnologije stvaraju se sustavi koji broje tisuće ili milijuneagenata–višeagentnisustavivelikihrazmjera(VASVR).Mnogobrojneaplikacijske domene za VASVR (Internet svega, mrežne računalne igre namijenjene većem broju igrača (MMORPG), pametni gradovi i sl.) čine VASVR realno potrebnim konceptom u moderno doba. Recentna istraživanja ukazuju na veću učinkovitost VASVR uređenih temeljem organizacijske teorije, od onih koji prate inteligencija roja, te je stoga organizacijsko modeliranje VASVR iznimno interesantno podučje za istraživanje. Organizacijski model temeljen na ontologiji organizacijskih koncepata i modernim načelima organizacije VASVR korak je prema lakšem oblikovanju VASVR. Ontologija je baza za organizacijski metamodel za VASVR koji, spojen s gramatikama grafova i logikom, dobiva na prikladnosti za modeliranje organizacijske dinamike, naročito u domeni MMORPG

    Organizacijsko modeliranje višeagentnih sustava velikih razmjera s primjenom na računalne igre

    Get PDF
    The most popular and frequent methods of conducting a system of agents, of smallor large-scale, are those based on swarm intelligence, and organisational models. Organisational models for multi-agent systems are being developed alongside their role in the modern world. Technological improvements lead to creation of systems comprising thousands, or millions, of agents – large-scale multiagent system (LSMAS). Numerous LSMAS application domains (Internet of Everything (IoE), massively multi-player online games (MMOGs), smart cities, etc.) make LSMAS a genuinely useful concept in the modern era. Recent studies argue higher efficiency of LSMAS with imposed organisation, as opposed to systems with emerging intelligence. This makes organisational modelling of LSMAS a particularly interesting research subject. Organisational model based on ontology comprising LSMAS-related organisational concepts, built conforming to modern organisational perspectives for LSMAS, is a step towards easier LSMAS modelling. The ontology is basis for an organisational metamodel for LSMAS, which, coupled with graph grammars and logic, is suitable for modelling organisational dynamics, especially in the domain of massively multi-player online role-playing games (MMORPGs).Najpoznatiji i najučestaliji oblici uređenja sustava agenata, velikog ili malog razmjera, su oni koji se temelje na inteligenciji roja i oni koji svoje osnove vuku iz organizacijskih modela. Organizacijski modeli višeagentnih sustava razvijaju se usporedno s ulogom takvih sustava u modernom svijetu. Razvojem tehnologije stvaraju se sustavi koji broje tisuće ili milijuneagenata–višeagentnisustavivelikihrazmjera(VASVR).Mnogobrojneaplikacijske domene za VASVR (Internet svega, mrežne računalne igre namijenjene većem broju igrača (MMORPG), pametni gradovi i sl.) čine VASVR realno potrebnim konceptom u moderno doba. Recentna istraživanja ukazuju na veću učinkovitost VASVR uređenih temeljem organizacijske teorije, od onih koji prate inteligencija roja, te je stoga organizacijsko modeliranje VASVR iznimno interesantno podučje za istraživanje. Organizacijski model temeljen na ontologiji organizacijskih koncepata i modernim načelima organizacije VASVR korak je prema lakšem oblikovanju VASVR. Ontologija je baza za organizacijski metamodel za VASVR koji, spojen s gramatikama grafova i logikom, dobiva na prikladnosti za modeliranje organizacijske dinamike, naročito u domeni MMORPG
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