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Theory & Audience Analysis

Virtual Worlds

A Response to Why Virtual Worlds Can Matter

  1. I found it interesting how the article addresses two parts of learning: “learning about” and “learning to be”. Virtual worlds in gaming skip the user right to learning to be. In conjunction with Jane McGonigal’s hope for gaming enhancing our world, will virtual worlds be more readily used for therapeutic purposes in the future?
  2. This article touches on how virtual worlds have parallels to “real” worlds. Have there been long-term studies on how children who frequently engages in virtual worlds are adjusted socially in comparison to those who don’t?
  3. This article emphasizes that virtual worlds, such as World of Warcraft, are changing the way we learn. Can this be applied to transmedia experiences in general, as many are becoming members of online communities in order to collaborate?
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About lindseyhuston

I'm a strategic thinker with an eye for design. A recent graduate of Wofford College, my liberal arts background in Philosophy and English provided me with extensive writing and analytical skills. I’m adding to my skill set at Elon University learning as an MA in Interactive Media student. Teachable, driven, with an affinity towards networking, I hope to utilize my skills in a career in advertising and interactive design.

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