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Knowledge Creation in MMOG: An Empirical Study PROCEEDINGS

, , Department of Information Systems, City University of Hong Kong, Hong Kong

AACE Award

EdMedia: World Conference on Educational Media and Technology, in Lisbon, Portugal ISBN 978-1-880094-89-1 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

This study aims to empirically examine four modes of collaborative knowledge creation processes in Massively Multiplayer Online Game (MMOG) game-play, and their dynamic relationship with players’ engagement level, duration and perceived addictiveness. Although an increasing number of researchers explore the use of MMOG as a new generation of educational platform, the study for examining the empirical evidence of the occurrence and dynamics of collaborative learning behavior in MMOG is still under-researched. We use a self-report survey to collect quantitative data from World of Warcraft player and explore the aforementioned collaborative knowledge creation processes in MMOG grounded on Nonaka’s dynamic theory of organization creation. Our findings show a turning point at Level 40 with a significant change on Socialization and Combination mode. The paper ends with further analyses on Perceived Addictiveness which provide insights for future research.

Citation

Kong, J.S.L. & Kwok, R.C.W. (2011). Knowledge Creation in MMOG: An Empirical Study. In T. Bastiaens & M. Ebner (Eds.), Proceedings of ED-MEDIA 2011--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1558-1568). Lisbon, Portugal: Association for the Advancement of Computing in Education (AACE). Retrieved September 22, 2017 from .

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