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Multiplayer Online Gaming and Its Increasing Impact on High School Age Students
PROCEEDINGS

, , , , , , Maine School of Science and Mathematics, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Washington, DC, USA ISBN 978-1-880094-54-9 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

ABSTRACT: Male and female students in a chartered secondary school, Northeast United States, indicate shifting definitions and paradigms of computer mediated communication (CMC). The residential school provides internet hook-ups in dormitory rooms with each student providing a computer. A survey (n=66) investigates the beliefs and attitudes of high school students engaged in massively, multiplayer online role playing games (MMORPG). MMORPG's have taken substantial hold on the resources of thousands of students across the world. The effects are global fostering participation in virtual worlds that are fantasy driven, surreal, and often extremely violent. Social climates, rules of law, commerce, crime, social skills, languages, class and race emerge in the gaming communities. Gaming communities are becoming the virtual melting pots of the world influencing leaders of tomorrow.

Citation

Brown, D., Barter, R., Buck, R., Eaton, C., Mason, B. & Pratt, M. (2004). Multiplayer Online Gaming and Its Increasing Impact on High School Age Students. In J. Nall & R. Robson (Eds.), Proceedings of E-Learn 2004--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2294-2299). Washington, DC, USA: Association for the Advancement of Computing in Education (AACE). Retrieved October 16, 2019 from .

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