An Enactivist Approach
Chapter 9: Learning by Game Building in the Twenty-first Century
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Learning by Game Building in the Twenty-first Century
Our world is changing. The emergence of virtual worlds, for example, the massive multiuser online game environments where millions of people live out a collective existence, is quickly changing the landscape of our world. Using Castonova’s (2009) ways of describing, for example, you can become immersed for hours and hours in a virtual world. In such a world, you, through your avatar, may see green trees, blue sky, and puffy white clouds. You may hear birds chirping, music playing, or even tigers roaring. You may live in a fancy house by the ocean beach with big coconut trees planted in your front yard. You may talk with your neighbours in this virtual village through texting, chatting, tweeting, or having a video conversation. You can practice various skills ranging from blacksmithing to yoga. In short, you can play, experience, learn, and interact with characters run by other human beings or by the system’s artificial intelligence engines. In other words, you can live with people in this virtual world just as if you were in a real world.
The number of people immersed in this virtual frontier is growing rapidly. Increasingly we live, work, socialize, and play in a virtual world. For example, according to Wikipedia, World of Warcraft was launched in 2004, and by 2012 over 10 million subscribers (World of Warcraft, n.d.-c). Facebook, a social media site, had one million...
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