These questions are in response to reading “Why Virtual Worlds Can Matter” by Douglas Thomas and John Seely Brown. This week in class we’ll be talking about Virtual Worlds and ethical issues they can present.
Do games like Second Life or the Simms have goals like World of War Craft? How do players come up with their own goals if they’re not provided? Why are they motivated to achieve goals online when they could create and achieve goals in real life?
What is the average span of time a game player plays a specific game? If it’s a MMOG, and they keep changing it, it seems like you could potentially play the game forever? But doesn’t the user get tired of playing the same game, even if there are changes and new areas to explore? Is gaming a phase of life? Or is it “once a game player, always a game player?”
Are Douglas Thomas and Jane McGonigal besties?