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MMEG Impact on Arts, Entertainment and Leisure
Massively Multi player Educational Gaming
: Impact on Arts, Entertainment and Leisure
Information written and gathered by Matt T (WW) and Stephanie V (PLC)
What I've Learnt Comic
Massively Multiplayer Educational Gaming's
Impact on the Arts, Entertainment and Leisure
Massively Multiplayer Educational Gaming
is the term referring to computer games that have an educational purpose and are designed to involve many players, whether the players are allowed to interact online or not. However, although MMEG is for educational purposes, it can be linked to the Arts, especially with games such as the ones developed by the
Forterra Systems Inc
, which allow the player/s to train in a virtual world in different industries such as the Entertainment industry. Education can also be regarded as learning different experiences, such as management, which can be learnt through multiplayer games such as
World of Warcraft
. Of course, different people regard different games as entertainment and leisure; an example of a game which is targeted to entertain billion-dollar business hopefuls is the
Rich Man Game
, which teachs the player/s the art of business strategy.
Because of the potential scale of a multiplayer game, usually the MMEG created by people makes use of environments
that people can interact with each other, or collaborate to build up a project. However, this is not the only form of the game, with organizations such as the
Virtual Air Traffic Flight Simulation Network (VATSIM)
International Virtual Aviation Organization (IVAO)
using MMEG's as authentic simulations of instances which are experienced by pilots and air-traffic controllers.
Since MMEG's are usually expensive and not as popular as other multiplayer games such as a Massively Multiplayer Online Role-playing Game (MMORG) such as '
', they are usually more specialized and created for a reason. Because of this, only people who will benefit or appreciate the game will join the program. Such programs include those specifically programed to imitate military circumstances, or office work environments. However, MMEG's are becoming more popular as a source of education, with the idea of educational gaming being mentioned even in the Entertainment industry, even through Hollywood films such as
'Alex Rider's Stormbreaker'
Although MMEG's are designed for educational purposes, the Internet has allowed people who might not usually be privy to such games to participate and learn about different environments etc. This could be seen as learning about other societies/environments for leisure, which is quite possible, especially with an ageing population with more time on their hands. Also, with games such as the Rich Man Game, people who might not be financially able to become staples in the business industry could find leisure in pursuing their dreams online.
'Second Life's users are saying that it is not a game but a way of life or it is even a real life. Games have became so realistic that the player are getting to be the characters. Art is of massive importance to games like "Second Life", which is one of the most popular games out right now.It is becoming a Real World because most of the game is starting to look like the player of the game.The game programmers in the olden days just needed to be computer technicians but now they have to be so much more and think outside the box and actually be an artist because the games have to be so great due to increased pressure by the public as they need to be much more. In 'Second Life', there is this thing called
which is acting and filming a movie in high tech 3-D worlds on the internet. This would be a great thing to do in the class room and in just plain education.
Right now there are these Educational virtual worlds that teachers are making for their students and then putting it on the internet for other students to use and learn about. this type of worlds were created by a team of Western Michigan University English professors and their doctoral students worked in 2006-07 to develop and test this in the classroom a series of free, on-line virtual worlds to enhance their study of literature like Shakespeare.
The gaming industry is booming as technology increases, so the future for MMEG's looks very bright. Also, with updated software becoming more and more available to mainstream schools, the prospect of educating students through games such as
, which is a synthetic world based on the life of William Shakespeare, will increase dramatically.
But the increase of MMEG's is not limited to just schools, but to universities, colleges and the workforce as well.
Another aspect of developing MMEG's in the future is that new ideas might be incorporated into educational games that, at the present, might not be relevant to our society. Also, advancements made in the Entertainment and Art industries might open windows of opportunities to MMEG developers where a synthetic environment produced by a multiplayer game might help those learning the ropes of the industry.
Another aspect that executives in the Arts and Entertainment industry might feed onto is the popularity of MMEG's, with the new generation of the workforce bringing more new ideas to the gaming industry in particular. With fresh new ideas, the industry would have new aspects that would contribute to Massively Multiplayer Educational Gaming, which is an exciting prospect.
What needs to happen to produce employees who are ready for the business world in the future:
It would not be surprising if future employees in the Arts, Entertainment and Leisure industries were trained or introduced to typical workplace environments through MMEG's. They could even be trained to develop MMEG's by playing MMEG's designed to educate future employees about designing games. However, the more demand there is for the development of MMEG's, the more in demand will be that of the future game developers. And, judging from the rate of progress computer technology is advancing currently, this demand will grow in the future.
Description: Interview of Mr. Kelly Christopherson on MMEG's Impact on Arts, Entertainment and Leisure
Author: Mr. Kelly Christopherson
The questions asked were:
1. What do you think will happen in the future regarding MMEG's in terms of the Art and Entertainment industry?
2.Do you think MMEG's will become more important to those in the A&E industry? How so?
3.Will MMEG's play a larger role in the workplace or schools/universities in the future? How so?
4.Being principal of a school, how do you feel that MMEG's can help a new generation of learners, and do you think it is important that teachers think outside the box and use these new methods of teaching?
Arts, Entertainment, and Leisure Copyright protection
Most of the 3-D world on the internet or gaming systems nowadays need to be copy righted so that the artist(s) can protect his/her's work from the other emerging 3-D worlds. Copyright is a creators,artist, and writers best friend because there are so many ideas now days and if you do not have them copy righted then they are up for grabs by anyone in the world.
In term of copyright in the gaming industry, right now this issue if very important, as competition is very high due to unlimited access to games over the internet as well as increased access to game consoles such as
. Also, multiplayer games (especially
) are becoming more popular, which increases the need and importance for copyright to protect the artists' rights.
The prospects of how copyright protection will affect gaming in the future are very broad. Depending on how the game works, copyright protection could either become void or still remain very serious in protecting privacy. However, with the ideas of replacing images on the screens with the game player's own image, the copyright of characters could become invalid. This seems very realistic especially with online virtual worlds becoming more popular. This also relates to games played on the video game console
, where the player does not move using a keyboard, but whose motions can be picked up by a sensor. If, in the future, the techonology can enable people to physically play computer games, which include multiplayer ones, who knows whether one day we might be physically doing the things that are put into actions onto the computer. And if we can physically do things 'in' the computer, what's to say when people want to project their own image into social virtual worlds such as
This does, however, bring up the fact that if you are broadcasting yourself over the internet or introducing yourself in a game, does that mean you have to copyright yourself? Every individual is unique, with no one in the world exactly the same. Would this make the copyright void? Or would this increase the need for copyright tenfold? Could this situation be compared to celebrities nowadays being impersonated by fans? These questions can only be answered in time, for nothing is set in concrete yet, as there is too much potential in this field to possibly finalize any outcome.
In terms of other types of art found on multiplayer games in general, art in games would have the potential to increase dramatically with the technological advancements. With software that is unimaginable in this era, who knows how art will develop in terms of computer games in the future. With so many unlimited possiblities, copyright is hard to define at this present point in time.
What needs to happen to have more effective governments?
In terms of the government passing regulation that would define copyright laws, there should be advisors assigned to the task of putting forward ideas of how to emphasize copyright in gaming. Just like any other matter considered by governments, there should be research made into learning about what areas of gaming, especially online gaming, are more likely to benefit from copyright.
"Multiplayer Online Games Directory"
"Massively Multiplayer Online Role-Playing Gaming"
"Massively Multi-Player Game Development Blog"
"King of Chaos" an example of an MMORG
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