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Archive for the ‘Gaming theory’ Category

My Literature review is now complete, including an overview of four major factors I believe will heavily influence information seeking behaviors within Second Life:

  • Sociability: SL is social, it’s a virtual world where people love to connect
  • Active learning: experience is how people figure out new things in SL
  • User contributed content: SL residents are the architects of their self-created digital landscape
  • Challenges to authority: In a land where content can be created by everyone, the notion of a single source of authority may not be well received


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Generations gaming

Jenny Levine points us toward a more complex understanding of who gamers are in her January 2007 “Getting Your Game On” article in American Libraries. She states, among other statistics:

  • The average age of game players is 33
  • In 2005, 25% of all gamers were over the age of 50

Interesting that I had this article fresh in my mind this week at work while on a call with some fellow corporate learning & development colleagues who are just beginning to experiment with SL. Millenials entering the work force is a primary reason that SL is being examined for potential corporate uses. I’m thrilled with the recognition that this generation has a unique learning styles highly tied to immersion in technology. At the same time, Levine’s article made me wonder who would really scramble to adopt this type of workplace initiative? Some boomers whom I work with are some of the most technologically savvy people I know and the most enthusiastic tech evangelists. And I have friends my age who travel through life sans cell phones and with little use for computers in their day-to-day. Gamers drawn to a virtual place like Second Life is more diverse than many of us first assume by associating SL and its compatriots only with Generation Y.

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