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For those of you watching this site: the survey related to this study has been tested and revised. I will post a link here when it is ready to go. Keep an eye on this space. -- Liz 3 May 2008
Why
Games?
A look into games, gaming culture, libraries, and learning
What brings people to games and gaming as a hobby
What keeps them coming back for more
What do they take out of games back to real life
This is emphatically a work in progress, pursuant to an independent research study by Liz Danforth under guidance from Dr. Chris Johnson (University of Arizona and http://www.21stcenturylearning.com). My Master's degree has been completed, but the research continues.
Comments, suggestions, and ideas are welcomed. That's why it's a public wiki. The work here is "in progress" and in many ways is simply the virtual equivalent of a shoebox full of notecards. I have chosen to spend the time collecting information and not in making it pretty: substance trumps style, I believe. Pretty comes later.
(and yes, bias noted. The Second Life screenshot exemplifies one of the main differences I experience between the active, heroic WoW toon, and the passive stand-around SL av even if she does wear funky makeup ...Solar Hero and all that, vs everyday simulation of RL.) And yes, the gender distinction here is also a conscious choice. I have multiple toons, of every race, gender, and class available to me in WoW. Since I've been asked, I've recently added a shot of one of my other WoW characters, a troll shaman.)
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