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Edutainment: Positive Aspects of Video Gaming (page 2)

By Russell A. Sabella, Ph.D.
GuardingKids.com

Video Games as the New “Third Place”

Imagine an entire 3D world online, complete with forests, cities, and seas. Now imagine it populated with others from across the globe who gather in virtual Inns and taverns, gossiping about the most popular guild or comparing notes on the best hunting spots. Imagine yourself in a heated battle for the local castle, live opponents from all over collaborating or competing with you. Imagine a place where you can be the brave hero, the kingdom rogue, or the village sage, developing a reputation for yourself that is known from Peoria to Peking. Now imagine that you could come home from school or work, drop your bookbag on the ground, log in, and enter that world any day, any time, anywhere. Welcome to the world of massively multiplayer online gaming (MMOG or MMO for short). 3

In his book The Great Good Place, sociologist Ray Oldenburg makes the argument that American culture has lost many of its third places – spaces for neither work or home but rather informal social life. “The essential group experience is being replaced by the exaggerated self-consciousness of individuals,” Oldenburg argues. “American lifestyles, for all the material acquisition and the seeking after comforts and pleasures, are plagued by boredom, loneliness, alienation.” Constance Steinkuehler, in his published paper The New Third Place: Massively Multiplayer Online Gaming in American Youth Culture, effectively argues that massively MMOGs do indeed function as one novel form of a new “third place” for informal sociability. 88 Steinkuehler, along with her co-author Dimitri Williams, say that MMOGs function not like solitary dungeon cells, but more like virtual coffee shops or pubs where something called “social bridging” (i.e., broad but weak social networks rather than deep but narrow ones) takes place. “By providing places for social interaction and relationships beyond the workplace and home, MMOGs have the capacity to function much like the hangouts of old,” they said. And they take it one step further by suggesting that the lack of real-world hangouts “is what is driving the MMO phenomenon” in the first place.

One of the most popular MMOG is an online game called Runescape (http://www.runescape.com/) . This game has been greeted enthusiastically by experts to promote positive understanding and skills among its players that include friendship and teamwork and problem solving. Also, security measures in Runescape are quite impressive. The site employs many trained staff in helping keep their users safer and enforce their strict rules online. Their users are taught not to share personal information, meet strangers offline and to treat others with respect. Unlike some of the newer gaming sites, their users cannot build profiles or upload and share images. If they find that any of their users have violated their safety rules and terms of service, that user may find themselves permanently banned, or their account frozen for extended periods of time.

End Notes

  1. Hostetter, O. (October 23, 2006). Video games - The necessity of incorporating video games as part of constructivist learning. Available online: http://tinyurl.com/33nrdl
  2. Clothier, J. (April 15, 2005). English teacher ahead of the game. CNN Available online: http://www.cnn.com/2005/TECH/04/15/spark.teaching/index.html
  3. Steinkuehler, C.A. (2005). Cognition & learning in massively multiplayer online games: A critical approach. Unpublished dissertation. Available online: http://tinyurl.com/3dy86k

 

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