Call of Duty
GTA
Another interesting report from the article was that according to the IBM's survey, nearly 50% of the people in their gaming communities stated that playing game actually helps them with the real world situations, and 40% stated that they are actually trying to use the game playing experience into their working environment to help their efficiency. Moreover, the report further explains MMORPG in detail to help the readers understand how more specifically the games are related to real world situations, and how they might help in real world situations.
For example, in these games, each person creates his/her own online avatar that he/she gives the personality of own, and play by their rules trying to achieve certain goals. Here, it could be seen that the online character has to stick to the rules of the game, and try to solve problems to achieve the directed goals. In the process, people would join with other parties or meet other people online and form a community, and learn how to communicate effectively among them. During this process, the role of leadership also comes. For instance, if there is a party formed to achieve a goal together in the game, that party leader would lead the community in the virtual world, which certainly does have connection with real world leadership traits.
GTA Poster
Interestingly, the articles also imply that MMORPGs may reflect the direction for the future for the corporates. First, the gaming world is very similar to today's business industries in a way that it is "highly distributed, global, hyper-competitive, and virtual". Thus, in these gaming world, the leaders are committed to the tasks such as recruiting, organising, and leading a group which are similar to real world situations. Therefore, it reflects the future of the real world leaders.
http://IBM.com
http://ImmersiveEducation.org/minecraft
http://IBM.com
http://ImmersiveEducation.org/minecraft
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