Knowledge Creation in MMOG: An Empirical Study
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Kong, J.S.L. & Kwok, R.C.W. (2011). Knowledge Creation in MMOG: An Empirical Study. In T. Bastiaens & M. Ebner (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2011 (pp. 1558-1568). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/38070.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2011
June 27, 2011
Theo Bastiaens & Martin Ebner
More Information on EDMEDIA
Table of Contents
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.
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