Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education

Abstract

Massive multiplayer online gaming, first popularized in the entertainment world, is now finding growing interest in education and training environments. The military and business have noted the potential for simulation and gaming technology to develop higher order thinking skills; in particular, they see potential in such areas as problem solving, metacognition, and decision making. However, much of the research in this area lags behind the technological advances, focusing on user demographics, attention spans, and perceptual skills, instead of addressing the impact these games might have on player's analysis, decision making, and reflection skills. In part, the current body of research represents the interests of the gaming industry, which is more focused on exploiting any new technology to satisfy the attitudes, preferences, and expectations of its users, rather than the interests of education and training. It also reflects the fact that this is an emerging area that suffers from limited research and strategic planning. The report reviews the relevant research literature and proposes 15 primary experiments.

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Document Details

Document Type
Technical Report
Publication Date
Mar 01, 2005
Accession Number
ADA431271

Entities

People

  • Curtis J. Bonk
  • Vanessa P. Dennen

Organizations

  • Indiana University

Tags

Communities of Interest

  • Biomedical
  • C4I
  • Human Systems

DTIC Thesaurus Topics

  • Cognition
  • Cognitive Science
  • Commerce
  • Community Of Practice
  • Computers
  • Distance Learning
  • Education
  • Military Education
  • Military Training
  • Psychological Phenomena And Processes
  • Psychology
  • Social Sciences
  • Students
  • Thinking
  • United States
  • Video Games
  • Virtual Reality

Readers

  • Economics
  • Team-Based Human-Centered Cognitive Task Decision Making and Information Performance.